Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated

If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
This commit is contained in:
David Ludwig
2014-05-09 20:16:21 -04:00
parent 33f81a0da5
commit 0a879d63bd
4 changed files with 72 additions and 52 deletions

View File

@@ -229,36 +229,30 @@ WINRT_ProcessWindowSizeChange()
}
if (WINRT_GlobalSDLWindow) {
// Send a window-resize event to the rest of SDL, and to apps:
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_RESIZED,
newDisplayMode.w,
newDisplayMode.h);
// If the window size changed, send a resize event to SDL and its host app:
int window_w = 0;
int window_h = 0;
SDL_GetWindowSize(WINRT_GlobalSDLWindow, &window_w, &window_h);
if ((window_w != newDisplayMode.w) || (window_h != newDisplayMode.h)) {
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_RESIZED,
newDisplayMode.w,
newDisplayMode.h);
} else {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// HACK: On Windows Phone, make sure that orientation changes from
// Landscape to LandscapeFlipped, Portrait to PortraitFlipped,
// or vice-versa on either of those two, lead to the Direct3D renderer
// getting updated.
const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)newDisplayMode.driverdata)->currentOrientation;
if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
(oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
(oldOrientation == DisplayOrientations::Portrait && newOrientation == DisplayOrientations::PortraitFlipped) ||
(oldOrientation == DisplayOrientations::PortraitFlipped && newOrientation == DisplayOrientations::Portrait))
{
// One of the reasons this event is getting sent out is because SDL
// will ignore requests to send out SDL_WINDOWEVENT_RESIZED events
// if and when the event size doesn't change (and the Direct3D 11.1
// renderer doesn't get the memo).
// HACK: Make sure that orientation changes
// lead to the Direct3D renderer's viewport getting updated:
//
// Make sure that the display/window size really didn't change. If
// it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and
// the Direct3D 11.1 renderer picked it up, presumably.
if (oldDisplayMode.w == newDisplayMode.w &&
oldDisplayMode.h == newDisplayMode.h)
// For some reason, this doesn't seem to need to be done on Windows 8.x,
// even when going from Landscape to LandscapeFlipped. It only seems to
// be needed on Windows Phone, at least when I tested on my devices.
// I'm not currently sure why this is, but it seems to work fine. -- David L.
//
// TODO, WinRT: do more extensive research into why orientation changes on Win 8.x don't need D3D changes, or if they might, in some cases
const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)newDisplayMode.driverdata)->currentOrientation;
if (oldOrientation != newOrientation)
{
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
@@ -266,8 +260,8 @@ WINRT_ProcessWindowSizeChange()
newDisplayMode.w,
newDisplayMode.h);
}
}
#endif
}
}
// Finally, free the 'driverdata' field of the old 'desktop_mode'.
@@ -309,26 +303,21 @@ void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
if (window) {
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Size={%f,%f}\n",
__FUNCTION__,
(int)DisplayProperties::CurrentOrientation,
(int)DisplayProperties::NativeOrientation,
(int)DisplayProperties::AutoRotationPreferences,
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
WINRT_DISPLAY_PROPERTY(NativeOrientation),
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
window->Bounds.Width,
window->Bounds.Height);
} else {
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
__FUNCTION__,
(int)DisplayProperties::CurrentOrientation,
(int)DisplayProperties::NativeOrientation,
(int)DisplayProperties::AutoRotationPreferences);
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
WINRT_DISPLAY_PROPERTY(NativeOrientation),
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
}
#endif
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// On Windows Phone, treat an orientation change as a change in window size.
// The native window's size doesn't seem to change, however SDL will simulate
// a window size change.
WINRT_ProcessWindowSizeChange();
#endif
}
void SDL_WinRTApp::SetWindow(CoreWindow^ window)
@@ -336,9 +325,9 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
#if LOG_WINDOW_EVENTS==1
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window Size={%f,%f}\n",
__FUNCTION__,
(int)DisplayProperties::CurrentOrientation,
(int)DisplayProperties::NativeOrientation,
(int)DisplayProperties::AutoRotationPreferences,
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
WINRT_DISPLAY_PROPERTY(NativeOrientation),
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
window->Bounds.Width,
window->Bounds.Height);
#endif
@@ -540,9 +529,9 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
__FUNCTION__,
args->Size.Width, args->Size.Height,
(int)DisplayProperties::CurrentOrientation,
(int)DisplayProperties::NativeOrientation,
(int)DisplayProperties::AutoRotationPreferences,
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
WINRT_DISPLAY_PROPERTY(NativeOrientation),
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
(WINRT_GlobalSDLWindow ? "yes" : "no"));
#endif