Hopefully this will work on Win10 as well... Only time will tell!
Here's what's changed:
1. Added a platform_winrt.cpp file. It's based on platform_windows.c but has some WinRT-specific changes.
2. Changed physfs_platforms.h to define PHYSFS_PLATFORM_WINRT when running on WinRT. PHYSFS_PLATFORM_WINDOWS should also be defined, as WinRT behaves a lot like "normal" Windows and this flag is tested against in multiple parts of the PhysFS source code.
3. Changed platform_windows.c to not be used when PHYSFS_PLATFORM_WINRT is defined.
4. In order to work on Windows ARM devices, I had to change in physfs_internal.h, to include _M_ARM as a flag for running on ARM as "ARM" and "__arm__" aren't defined when running on a Windows ARM device.
What I've tested:
* Setting up a "sane folder configuration"
* Reading and writing files
* Mounting zip files
* Using seek & tell
* Checking file length
All of these work fine. I couldn't get the actual test software to run on WinRT, but it seems like eveyrthing's working. I've tested these things on my Windows 8.1 computer, as well as my Lumia 920 which is currently running Windows 8.1.
"Object leaked: allocated object is returned from a function whose
name ('cfallocDesc') does not contain 'Copy' or 'Create'. This violates
the naming convention rules given in the Memory Management Guide for
Core Foundation"
(it doesn't actually leak, but okay, it's a reasonable naming convention.)
This sounds harmless, but it actually forces a write of the inode's atime,
which means a lot of painful and unnecessary disk i/o on some filesystems.
Should be a good speedup on games that read a lot of small files on Unix.
This lets an application supply its own archivers, where they will work like
any built-in archiver. This allows abstract directory interfaces the same
way that PHYSFS_Io allows stream implementations.
This is a work in progress still. The API is still changing, and will remain
at version 0 until it is finalized (a theoretical future version 1 will be
for when the final public interface changes, not when we evolve the initial
API design).