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WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
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@ -1062,6 +1062,18 @@ D3D11_GetRotationForOrientation(Windows::Graphics::Display::DisplayOrientations
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}
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}
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static bool
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D3D11_IsDisplayRotated90Degrees(Windows::Graphics::Display::DisplayOrientations orientation)
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{
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switch (D3D11_GetRotationForOrientation(orientation)) {
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case DXGI_MODE_ROTATION_ROTATE90:
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case DXGI_MODE_ROTATION_ROTATE270:
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return true;
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default:
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return false;
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}
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}
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// Initialize all resources that change when the window's size changes.
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// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
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HRESULT
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@ -1108,9 +1120,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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const bool swapDimensions = false;
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#else
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const bool swapDimensions =
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::PortraitFlipped;
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const bool swapDimensions = D3D11_IsDisplayRotated90Degrees(data->orientation);
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#endif
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data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
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data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
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@ -1687,16 +1697,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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// for Windows Phone devices.
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//
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SDL_FRect orientationAlignedViewport;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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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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const bool swapDimensions =
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::PortraitFlipped;
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#endif
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const bool swapDimensions = D3D11_IsDisplayRotated90Degrees(data->orientation);
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if (swapDimensions) {
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orientationAlignedViewport.x = (float) renderer->viewport.y;
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orientationAlignedViewport.y = (float) renderer->viewport.x;
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