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UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API, and it's now accumulating bitrot as it doesn't compile, and thus we no longer propagate platform changes in it. So we finally remove to acknowledge this state. There's still some interest in reviving the UWP port eventually, especially as support for Direct3D 12 will soon be merged, but when that happens it will be easiest to redo it from scratch.
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@@ -40,23 +40,10 @@
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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/*
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[03:57] <reduz> yessopie, so i don't havemak to rely on unicows
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[03:58] <yessopie> reduz- yeah, all of the functions fail, and then you can call GetLastError () which will return 120
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[03:58] <drumstick> CategoryApl, hehe, what? :)
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[03:59] <CategoryApl> didn't Verona lead to some trouble
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[03:59] <yessopie> 120 = ERROR_CALL_NOT_IMPLEMENTED
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[03:59] <yessopie> (you can use that constant if you include winerr.h)
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[03:59] <CategoryApl> well answer with winning a compo
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[04:02] <yessopie> if ( SetCurrentDirectoryW ( L"." ) == FALSE && GetLastError () == ERROR_CALL_NOT_IMPLEMENTED ) { use ANSI }
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*/
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struct DirAccessWindowsPrivate {
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HANDLE h; //handle for findfirstfile
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HANDLE h; // handle for FindFirstFile.
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WIN32_FIND_DATA f;
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WIN32_FIND_DATAW fu; //unicode version
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WIN32_FIND_DATAW fu; // Unicode version.
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};
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String DirAccessWindows::fix_path(String p_path) const {
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@@ -358,12 +345,6 @@ DirAccessWindows::DirAccessWindows() {
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p->h = INVALID_HANDLE_VALUE;
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current_dir = ".";
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#ifdef UWP_ENABLED
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Windows::Storage::StorageFolder ^ install_folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
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change_dir(install_folder->Path->Data());
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#else
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DWORD mask = GetLogicalDrives();
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for (int i = 0; i < MAX_DRIVES; i++) {
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@@ -375,7 +356,6 @@ DirAccessWindows::DirAccessWindows() {
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}
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change_dir(".");
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#endif
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}
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DirAccessWindows::~DirAccessWindows() {
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@@ -384,4 +364,4 @@ DirAccessWindows::~DirAccessWindows() {
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memdelete(p);
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}
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#endif //windows DirAccess support
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#endif // WINDOWS_ENABLED
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