mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Fixed various build and runtime errors when using WinRT with VS2012.
This commit is contained in:
parent
36e7c8d92d
commit
b68b6e23d1
@ -62,7 +62,7 @@
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<PreprocessorDefinitions>_USRDLL;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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<CompileAsWinRT>false</CompileAsWinRT>
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@ -75,12 +75,12 @@
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<PreprocessorDefinitions>_USRDLL;UNICODE;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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<CompileAsWinRT>false</CompileAsWinRT>
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@ -92,12 +92,12 @@
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
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<ClCompile>
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<PreprocessorDefinitions>_USRDLL;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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<CompileAsWinRT>false</CompileAsWinRT>
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@ -110,12 +110,12 @@
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
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<ClCompile>
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<PreprocessorDefinitions>_USRDLL;UNICODE;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
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<CompileAsWinRT>false</CompileAsWinRT>
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@ -127,7 +127,7 @@
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<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
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<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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@ -201,6 +201,9 @@
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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<ClInclude Include="..\..\src\events\default_cursor.h" />
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<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
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@ -215,7 +218,9 @@
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<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
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<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
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<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h" />
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
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@ -289,6 +294,7 @@
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
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<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
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<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
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<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
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<ClCompile Include="..\..\src\events\SDL_events.c" />
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@ -311,12 +317,16 @@
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<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
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<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
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<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
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<ClCompile Include="..\..\src\power\SDL_power.c" />
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<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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@ -339,6 +339,21 @@
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<ClInclude Include="..\..\include\SDL_filesystem.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
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@ -572,9 +587,6 @@
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<ClCompile Include="..\..\src\video\SDL_video.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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@ -608,5 +620,23 @@
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<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\power\SDL_power.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -72,6 +72,7 @@
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
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<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
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<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
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<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
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<ClCompile Include="..\..\src\events\SDL_events.c" />
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@ -96,6 +97,8 @@
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<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
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<ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c" />
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<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
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<ClCompile Include="..\..\src\power\SDL_power.c" />
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<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
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@ -107,6 +110,7 @@
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</ClCompile>
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<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
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<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
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<ClCompile Include="..\..\src\render\SDL_render.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
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<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
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@ -270,6 +274,9 @@
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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<ClInclude Include="..\..\src\events\default_cursor.h" />
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<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
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@ -289,6 +296,7 @@
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<ClInclude Include="..\..\src\render\mmx.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
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<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
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<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
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<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
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<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
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@ -426,7 +434,7 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -440,7 +448,7 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -454,7 +462,7 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -468,7 +476,7 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -482,7 +490,7 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -496,7 +504,7 @@
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<PrecompiledHeader>NotUsing</PrecompiledHeader>
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<CompileAsWinRT>false</CompileAsWinRT>
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<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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@ -283,6 +283,18 @@
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<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\power\SDL_power.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\begin_code.h">
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@ -642,6 +654,18 @@
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<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Header Files">
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@ -180,8 +180,7 @@ typedef unsigned int uintptr_t;
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#endif
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/* Enable system power support */
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// TODO, WinRT: investigate system power support. The Win32-based APIs don't work on WinRT.
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#define SDL_POWER_DISABLED 1
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#define SDL_POWER_WINRT 1
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/* Enable assembly routines (Win64 doesn't have inline asm) */
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#ifndef _WIN64
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@ -42,7 +42,7 @@
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SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
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extern "C" ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
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static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
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#endif
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@ -45,6 +45,8 @@
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#if TARGET_OS_IPHONE /* probably not useful on iOS. */
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#define SDL_DYNAMIC_API 0
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#elif SDL_BUILDING_WINRT /* probaly not useful on WinRT, given current .dll loading restrictions */
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#define SDL_DYNAMIC_API 0
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#else /* everyone else. */
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#define SDL_DYNAMIC_API 1
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#endif
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@ -37,6 +37,7 @@ SDL_bool SDL_GetPowerInfo_Haiku(SDL_PowerState *, int *, int *);
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SDL_bool SDL_GetPowerInfo_UIKit(SDL_PowerState *, int *, int *);
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SDL_bool SDL_GetPowerInfo_Android(SDL_PowerState *, int *, int *);
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SDL_bool SDL_GetPowerInfo_PSP(SDL_PowerState *, int *, int *);
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SDL_bool SDL_GetPowerInfo_WinRT(SDL_PowerState *, int *, int *);
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#ifndef SDL_POWER_DISABLED
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#ifdef SDL_POWER_HARDWIRED
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@ -77,6 +78,9 @@ static SDL_GetPowerInfo_Impl implementations[] = {
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#ifdef SDL_POWER_PSP /* handles PSP. */
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SDL_GetPowerInfo_PSP,
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#endif
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#ifdef SDL_POWER_WINRT /* handles WinRT */
|
||||
SDL_GetPowerInfo_WinRT,
|
||||
#endif
|
||||
|
||||
#ifdef SDL_POWER_HARDWIRED
|
||||
SDL_GetPowerInfo_Hardwired,
|
||||
|
@ -961,11 +961,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
|
||||
// TODO, WinRT, Mar 11, 2014: once SDL/WinRT is back up and running, see if D3D11 init functions are loadable (via LoadPackagedLibrary/SDL_LoadObject, etc.)
|
||||
//#ifdef __WINRT__
|
||||
// CreateDXGIFactoryFunc = CreateDXGIFactory;
|
||||
// D3D11CreateDeviceFunc = D3D11CreateDevice;
|
||||
//#else
|
||||
#ifdef __WINRT__
|
||||
CreateDXGIFactoryFunc = CreateDXGIFactory1;
|
||||
D3D11CreateDeviceFunc = D3D11CreateDevice;
|
||||
#else
|
||||
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
|
||||
if (!data->hDXGIMod) {
|
||||
result = E_FAIL;
|
||||
@ -989,7 +988,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
||||
result = E_FAIL;
|
||||
goto done;
|
||||
}
|
||||
//#endif /* __WINRT__ */
|
||||
#endif /* __WINRT__ */
|
||||
|
||||
result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
|
||||
if (FAILED(result)) {
|
||||
@ -2833,6 +2832,11 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
|
||||
HRESULT result;
|
||||
DXGI_PRESENT_PARAMETERS parameters;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
syncInterval = 1;
|
||||
presentFlags = 0;
|
||||
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
|
||||
#else
|
||||
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
|
||||
syncInterval = 1;
|
||||
presentFlags = 0;
|
||||
@ -2841,9 +2845,6 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
|
||||
presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
|
||||
}
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
|
||||
#else
|
||||
/* The application may optionally specify "dirty" or "scroll"
|
||||
* rects to improve efficiency in certain scenarios.
|
||||
* This option is not available on Windows Phone 8, to note.
|
||||
|
@ -37,6 +37,8 @@ extern "C" {
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::Graphics::Display;
|
||||
|
||||
#include <DXGI.h>
|
||||
|
||||
|
||||
extern "C" void *
|
||||
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
||||
|
@ -79,6 +79,21 @@ SDL_mutexP(SDL_mutex * mutex)
|
||||
}
|
||||
}
|
||||
|
||||
/* TryLock the mutex */
|
||||
int
|
||||
SDL_TryLockMutex(SDL_mutex * mutex)
|
||||
{
|
||||
int retval = 0;
|
||||
if (mutex == NULL) {
|
||||
return SDL_SetError("Passed a NULL mutex");
|
||||
}
|
||||
|
||||
if (mutex->cpp_mutex.try_lock() == false) {
|
||||
retval = SDL_MUTEX_TIMEDOUT;
|
||||
}
|
||||
return retval;
|
||||
}
|
||||
|
||||
/* Unlock the mutex */
|
||||
extern "C"
|
||||
int
|
||||
|
Loading…
Reference in New Issue
Block a user