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https://github.com/Relintai/sdl2_frt.git
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WinRT: made rendering work with orientation changes on Windows Phone
Pointer event geometry still needs to be adjusted on Windows Phone, to note.
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@ -145,6 +145,77 @@ static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *n
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DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags;
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DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags;
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}
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}
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static void
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WINRT_ProcessWindowSizeChange()
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{
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// Make the new window size be the one true fullscreen mode.
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// This change was initially done, in part, to allow the Direct3D 11.1
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// renderer to receive window-resize events as a device rotates.
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// Before, rotating a device from landscape, to portrait, and then
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// back to landscape would cause the Direct3D 11.1 swap buffer to
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// not get resized appropriately. SDL would, on the rotation from
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// landscape to portrait, re-resize the SDL window to it's initial
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// size (landscape). On the subsequent rotation, SDL would drop the
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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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SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
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if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
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return;
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}
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SDL_DisplayMode oldDisplayMode;
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SDL_zero(oldDisplayMode);
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if (WINRT_GlobalSDLVideoDevice) {
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oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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}
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if (WINRT_GlobalSDLWindow) {
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// Send a window-resize event to the rest of SDL, and to apps:
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_RESIZED,
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resizedDisplayMode.w,
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resizedDisplayMode.h);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// HACK: On Windows Phone, make sure that orientation changes from
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// Landscape to LandscapeFlipped, Portrait to PortraitFlipped,
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// or vice-versa on either of those two, lead to the Direct3D renderer
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// getting updated.
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const DisplayOrientations oldOrientation = (DisplayOrientations) (unsigned int) oldDisplayMode.driverdata;
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const DisplayOrientations newOrientation = (DisplayOrientations) (unsigned int) resizedDisplayMode.driverdata;
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if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
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(oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
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(oldOrientation == DisplayOrientations::Portrait && newOrientation == DisplayOrientations::PortraitFlipped) ||
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(oldOrientation == DisplayOrientations::PortraitFlipped && newOrientation == DisplayOrientations::Portrait))
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{
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// One of the reasons this event is getting sent out is because SDL
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// will ignore requests to send out SDL_WINDOWEVENT_RESIZED events
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// if and when the event size doesn't change (and the Direct3D 11.1
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// renderer doesn't get the memo).
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//
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// Make sure that the display/window size really didn't change. If
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// it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and
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// the Direct3D 11.1 renderer picked it up, presumably.
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if (oldDisplayMode.w == resizedDisplayMode.w &&
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oldDisplayMode.h == resizedDisplayMode.h)
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{
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_SIZE_CHANGED,
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resizedDisplayMode.w,
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resizedDisplayMode.h);
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}
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}
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#endif
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}
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}
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SDL_WinRTApp::SDL_WinRTApp() :
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SDL_WinRTApp::SDL_WinRTApp() :
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m_windowClosed(false),
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m_windowClosed(false),
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m_windowVisible(true)
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m_windowVisible(true)
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@ -194,6 +265,13 @@ void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
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(int)DisplayProperties::AutoRotationPreferences);
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(int)DisplayProperties::AutoRotationPreferences);
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}
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}
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#endif
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#endif
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// On Windows Phone, treat an orientation change as a change in window size.
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// The native window's size doesn't seem to change, however SDL will simulate
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// a window size change.
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WINRT_ProcessWindowSizeChange();
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#endif
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}
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}
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void SDL_WinRTApp::SetWindow(CoreWindow^ window)
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void SDL_WinRTApp::SetWindow(CoreWindow^ window)
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@ -294,32 +372,7 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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#endif
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if (WINRT_GlobalSDLWindow) {
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WINRT_ProcessWindowSizeChange();
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// Make the new window size be the one true fullscreen mode.
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// This change was initially done, in part, to allow the Direct3D 11.1
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// renderer to receive window-resize events as a device rotates.
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// Before, rotating a device from landscape, to portrait, and then
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// back to landscape would cause the Direct3D 11.1 swap buffer to
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// not get resized appropriately. SDL would, on the rotation from
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// landscape to portrait, re-resize the SDL window to it's initial
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// size (landscape). On the subsequent rotation, SDL would drop the
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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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SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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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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const int windowHeight = (int) ceil(args->Size.Height);
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_RESIZED,
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windowWidth,
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windowHeight);
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}
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}
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}
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void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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@ -920,7 +920,7 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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{
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{
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//D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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//D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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if (event->event == SDL_WINDOWEVENT_RESIZED) {
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if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
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D3D11_UpdateForWindowSizeChange(renderer);
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D3D11_UpdateForWindowSizeChange(renderer);
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}
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}
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}
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}
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@ -1215,16 +1215,16 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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// Windows Phone rotations
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// Windows Phone rotations
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//
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//
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case DisplayOrientations::Landscape:
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case DisplayOrientations::Landscape:
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// 90-degree Z-rotation
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// 270-degree (-90 degree) Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2));
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
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break;
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break;
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case DisplayOrientations::Portrait:
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case DisplayOrientations::Portrait:
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// 0-degree Z-rotation
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// 0-degree Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity());
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity());
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break;
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break;
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case DisplayOrientations::LandscapeFlipped:
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case DisplayOrientations::LandscapeFlipped:
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// 270-degree (-90 degree) Z-rotation
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// 90-degree Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2));
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break;
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break;
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case DisplayOrientations::PortraitFlipped:
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case DisplayOrientations::PortraitFlipped:
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// 180-degree Z-rotation
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// 180-degree Z-rotation
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@ -1280,11 +1280,15 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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//
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//
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// Update the Direct3D viewport, which seems to be aligned to the
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// Update the Direct3D viewport, which seems to be aligned to the
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// swap buffer's coordinate space, which is always in landscape:
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// swap buffer's coordinate space, which is always in either
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// a landscape mode, for all Windows 8/RT devices, or a portrait mode,
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// for Windows Phone devices.
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//
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//
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SDL_FRect orientationAlignedViewport;
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SDL_FRect orientationAlignedViewport;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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const bool swapDimensions = false;
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const bool swapDimensions =
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data->orientation == DisplayOrientations::Landscape ||
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data->orientation == DisplayOrientations::LandscapeFlipped;
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#else
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#else
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const bool swapDimensions =
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const bool swapDimensions =
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::Portrait ||
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@ -154,6 +154,8 @@ WINRT_VideoInit(_THIS)
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SDL_DisplayMode
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SDL_DisplayMode
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WINRT_CalcDisplayModeUsingNativeWindow()
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WINRT_CalcDisplayModeUsingNativeWindow()
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{
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{
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using namespace Windows::Graphics::Display;
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// Create an empty, zeroed-out display mode:
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// Create an empty, zeroed-out display mode:
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SDL_DisplayMode mode;
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SDL_DisplayMode mode;
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SDL_zero(mode);
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SDL_zero(mode);
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@ -168,7 +170,7 @@ WINRT_CalcDisplayModeUsingNativeWindow()
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// Fill in most fields:
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// Fill in most fields:
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mode.format = SDL_PIXELFORMAT_RGB888;
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mode.format = SDL_PIXELFORMAT_RGB888;
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mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
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mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
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mode.driverdata = NULL;
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mode.driverdata = (void *) DisplayProperties::CurrentOrientation;
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// Calculate the display size given the window size, taking into account
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// Calculate the display size given the window size, taking into account
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// the current display's DPI:
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// the current display's DPI:
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@ -177,6 +179,30 @@ WINRT_CalcDisplayModeUsingNativeWindow()
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mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
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mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
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mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
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mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// On Windows Phone, the native window's size is always in portrait,
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// regardless of the device's orientation. This is in contrast to
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// Windows 8/RT, which will resize the native window as the device's
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// orientation changes. In order to compensate for this behavior,
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// on Windows Phone, the mode's width and height will be swapped when
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// the device is in a landscape (non-portrait) mode.
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switch (DisplayProperties::CurrentOrientation) {
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case DisplayOrientations::Landscape:
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case DisplayOrientations::LandscapeFlipped:
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{
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const int tmp = mode.h;
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mode.h = mode.w;
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mode.w = tmp;
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break;
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}
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default:
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break;
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}
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// Attach the mode to te
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#endif
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return mode;
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return mode;
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}
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}
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