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WinRT: made all SDL_Windows get sized to the WinRT-defined window size
This change removes some code that attempted to allow non-standard window sizes, the idea of which was to do display scaling, and a hackish one at that. If display scaling is needed, use SDL_Renderer as appropriate.
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@ -300,10 +300,12 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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// window-resize event as it appeared the SDL window didn't change
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// size, and the Direct3D 11.1 renderer wouldn't resize its swap
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// chain.
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//
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// TODO, WinRT: consider dropping old display modes after the fullscreen window changes size (from rotations, etc.)
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m_sdlWindowData->sdlWindow->fullscreen_mode = GetMainDisplayMode();
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SDL_AddDisplayMode(&m_sdlVideoDevice->displays[0], &m_sdlWindowData->sdlWindow->fullscreen_mode);
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SDL_DisplayMode newDisplayMode = GetMainDisplayMode();
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m_sdlVideoDevice->displays[0].current_mode = newDisplayMode;
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m_sdlVideoDevice->displays[0].desktop_mode = newDisplayMode;
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m_sdlVideoDevice->displays[0].display_modes[0] = newDisplayMode;
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m_sdlWindowData->sdlWindow->fullscreen_mode = newDisplayMode;
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// Send the window-resize event to the rest of SDL, and to apps:
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const int windowWidth = (int) ceil(args->Size.Width);
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@ -187,31 +187,14 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
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SDL_WINDOW_MAXIMIZED |
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SDL_WINDOW_INPUT_GRABBED;
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/* HACK from DLudwig: The following line of code prevents
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SDL_CreateWindow and SDL_UpdateFullscreenMode from trying to resize
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the window after the call to WINRT_CreateWindow returns.
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/* WinRT does not, as of this writing, appear to support app-adjustable
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window sizes. Set the window size to whatever the native WinRT
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CoreWindow is set at.
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This hack should allow a window to be created in virtually any size,
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and more importantly, it allows a window's framebuffer, as created and
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retrieved via SDL_GetWindowSurface, to be in any size. This can be
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utilized by apps centered around software rendering, such as ports
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of older apps. The app can have SDL create a framebuffer in any size
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it chooses. SDL will scale the framebuffer to the native
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screen size on the GPU (via SDL_UpdateWindowSurface).
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TODO, WinRT: if and when non-fullscreen XAML control support is added to SDL, consider making those resizable via SDL_Window's interfaces.
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*/
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_this->displays[0].fullscreen_window = window;
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/* Further prevent any display resizing, and make sure SDL_GetWindowDisplayMode
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can report the correct size of windows, by creating a new display
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mode in the requested size. To note, if the window is being created in
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the device's native screen size, SDL_AddDisplayMode will do nothing.
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*/
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window->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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window->fullscreen_mode.w = window->w;
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window->fullscreen_mode.h = window->h;
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SDL_AddDisplayMode(&_this->displays[0], &window->fullscreen_mode);
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/* TODO: Consider removing custom display modes in WINRT_DestroyWindow. */
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window->w = _this->displays[0].current_mode.w;
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window->h = _this->displays[0].current_mode.h;
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/* Make sure the WinRT app's IFramworkView can post events on
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behalf of SDL:
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