VS: Fix WinRT component references
WinRT components need to be referenced in a similar way that managed code libraries are referenced. Validate that the library reference is a WinRT component and reference it through the project. Add test coverage for `VS_WINRT_COMPONENT`. While at it, fix the IOT reference failing on Win10 SDK 17763 which doesn't include it anymore. Fixes: #18846
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@ -3884,8 +3884,8 @@ void cmVisualStudio10TargetGenerator::WriteProjectReferences(Elem& e0)
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this->WriteDotNetReferenceCustomTags(e2, name);
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this->WriteDotNetReferenceCustomTags(e2, name);
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// If the dependency target is not managed (compiled with /clr or
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// If the dependency target is not managed (compiled with /clr or
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// C# target) we cannot reference it and have to set
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// C# target) and not a WinRT component we cannot reference it and
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// 'ReferenceOutputAssembly' to false.
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// have to set 'ReferenceOutputAssembly' to false.
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auto referenceNotManaged =
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auto referenceNotManaged =
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dt->GetManagedType("") < cmGeneratorTarget::ManagedType::Mixed;
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dt->GetManagedType("") < cmGeneratorTarget::ManagedType::Mixed;
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// Workaround to check for manually set /clr flags.
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// Workaround to check for manually set /clr flags.
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@ -3902,6 +3902,12 @@ void cmVisualStudio10TargetGenerator::WriteProjectReferences(Elem& e0)
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if (referenceNotManaged && dt->GetType() == cmStateEnums::STATIC_LIBRARY) {
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if (referenceNotManaged && dt->GetType() == cmStateEnums::STATIC_LIBRARY) {
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referenceNotManaged = !dt->IsCSharpOnly();
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referenceNotManaged = !dt->IsCSharpOnly();
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}
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}
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// Referencing WinRT components is okay.
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if (referenceNotManaged) {
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referenceNotManaged = !dt->GetPropertyAsBool("VS_WINRT_COMPONENT");
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}
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if (referenceNotManaged) {
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if (referenceNotManaged) {
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e2.Element("ReferenceOutputAssembly", "false");
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e2.Element("ReferenceOutputAssembly", "false");
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e2.Element("CopyToOutputDirectory", "Never");
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e2.Element("CopyToOutputDirectory", "Never");
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@ -8,6 +8,8 @@ elseif(MSVC_VERSION GREATER 1600)
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set(COMPILER_VERSION "11")
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set(COMPILER_VERSION "11")
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endif()
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endif()
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add_subdirectory(WinRT)
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set (APP_MANIFEST_NAME Package.appxmanifest)
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set (APP_MANIFEST_NAME Package.appxmanifest)
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if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone")
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if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone")
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set(PLATFORM WP)
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set(PLATFORM WP)
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@ -149,5 +151,4 @@ if("${SHORT_VERSION}" STREQUAL "10.0")
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set_property(TARGET ${EXE_NAME} PROPERTY VS_SDK_REFERENCES "Microsoft.UniversalCRT.Debug, Version=${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
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set_property(TARGET ${EXE_NAME} PROPERTY VS_SDK_REFERENCES "Microsoft.UniversalCRT.Debug, Version=${CMAKE_VS_WINDOWS_TARGET_PLATFORM_VERSION}")
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endif()
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endif()
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target_link_libraries(${EXE_NAME} d3d11 JusticeLeagueWinRT)
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target_link_libraries(${EXE_NAME} d3d11)
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@ -6,11 +6,15 @@ using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Core;
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using namespace JusticeLeagueWinRT;
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CubeRenderer::CubeRenderer()
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CubeRenderer::CubeRenderer()
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: m_loadingComplete(false)
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: m_loadingComplete(false)
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, m_indexCount(0)
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, m_indexCount(0)
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{
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{
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// Create a new WinRT object to validate that we can link properly
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Batman ^ hero = ref new Batman();
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hero->savePeople();
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}
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}
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void CubeRenderer::CreateDeviceResources()
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void CubeRenderer::CreateDeviceResources()
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14
Tests/VSWinStorePhone/WinRT/Batman.cpp
Normal file
14
Tests/VSWinStorePhone/WinRT/Batman.cpp
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@ -0,0 +1,14 @@
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#include "Batman.h"
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using namespace JusticeLeagueWinRT;
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using namespace Platform;
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Batman::Batman()
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{
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}
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void Batman::savePeople()
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{
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int i = 0;
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i++;
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}
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12
Tests/VSWinStorePhone/WinRT/Batman.h
Normal file
12
Tests/VSWinStorePhone/WinRT/Batman.h
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@ -0,0 +1,12 @@
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#pragma once
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namespace JusticeLeagueWinRT {
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public
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ref class Batman sealed
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{
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public:
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Batman();
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void savePeople();
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};
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}
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13
Tests/VSWinStorePhone/WinRT/CMakeLists.txt
Normal file
13
Tests/VSWinStorePhone/WinRT/CMakeLists.txt
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@ -0,0 +1,13 @@
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project(JusticeLeagueWinRT CXX)
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# create project
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add_library(JusticeLeagueWinRT SHARED
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"${CMAKE_CURRENT_SOURCE_DIR}/Batman.cpp"
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"${CMAKE_CURRENT_SOURCE_DIR}/Batman.h"
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)
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set_target_properties(JusticeLeagueWinRT PROPERTIES
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VS_WINRT_COMPONENT TRUE
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VS_GLOBAL_ROOTNAMESPACE "JusticeLeagueWinRT"
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OUTPUT_NAME "JusticeLeagueWinRT"
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)
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