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.
This commit is contained in:
David Ludwig
2013-08-27 10:56:10 -04:00
parent 409d9b1ce7
commit 065b2cf470
2 changed files with 12 additions and 27 deletions

View File

@@ -300,10 +300,12 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
// window-resize event as it appeared the SDL window didn't change
// size, and the Direct3D 11.1 renderer wouldn't resize its swap
// chain.
//
// TODO, WinRT: consider dropping old display modes after the fullscreen window changes size (from rotations, etc.)
m_sdlWindowData->sdlWindow->fullscreen_mode = GetMainDisplayMode();
SDL_AddDisplayMode(&m_sdlVideoDevice->displays[0], &m_sdlWindowData->sdlWindow->fullscreen_mode);
SDL_DisplayMode newDisplayMode = GetMainDisplayMode();
m_sdlVideoDevice->displays[0].current_mode = newDisplayMode;
m_sdlVideoDevice->displays[0].desktop_mode = newDisplayMode;
m_sdlVideoDevice->displays[0].display_modes[0] = newDisplayMode;
m_sdlWindowData->sdlWindow->fullscreen_mode = newDisplayMode;
// Send the window-resize event to the rest of SDL, and to apps:
const int windowWidth = (int) ceil(args->Size.Width);