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WinRT: build fix for Windows Phone 8.0
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@ -333,11 +333,10 @@ WINRT_AddDisplaysForAdapter (_THIS, IDXGIFactory2 * dxgiFactory2, int adapterInd
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if (adapterIndex == 0 && outputIndex == 0) {
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SDL_VideoDisplay display;
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SDL_DisplayMode mode;
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#if (NTDDI_VERSION >= NTDDI_WIN10) || (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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#if SDL_WINRT_USE_APPLICATIONVIEW
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ApplicationView ^ appView = ApplicationView::GetForCurrentView();
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#else
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CoreWindow ^ coreWin = CoreWindow::GetForCurrentThread();
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#endif
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CoreWindow ^ coreWin = CoreWindow::GetForCurrentThread();
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SDL_zero(display);
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SDL_zero(mode);
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display.name = "DXGI Display-detection Workaround";
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@ -349,7 +348,7 @@ WINRT_AddDisplaysForAdapter (_THIS, IDXGIFactory2 * dxgiFactory2, int adapterInd
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failing test), whereas CoreWindow might not. -- DavidL
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*/
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#if (NTDDI_VERSION >= NTDDI_WIN10) || (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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#if (NTDDI_VERSION >= NTDDI_WIN10) || (SDL_WINRT_USE_APPLICATIONVIEW && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Width);
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mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Height);
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#else
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