WinRT: made rendering work with orientation changes on Windows Phone

Pointer event geometry still needs to be adjusted on Windows Phone, to note.
This commit is contained in:
David Ludwig 2013-08-28 15:27:01 -04:00
parent 91b039027f
commit 31235b4b99
3 changed files with 117 additions and 34 deletions

View File

@ -145,6 +145,77 @@ static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *n
DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags; DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags;
} }
static void
WINRT_ProcessWindowSizeChange()
{
// Make the new window size be the one true fullscreen mode.
// This change was initially done, in part, to allow the Direct3D 11.1
// renderer to receive window-resize events as a device rotates.
// Before, rotating a device from landscape, to portrait, and then
// back to landscape would cause the Direct3D 11.1 swap buffer to
// not get resized appropriately. SDL would, on the rotation from
// landscape to portrait, re-resize the SDL window to it's initial
// size (landscape). On the subsequent rotation, SDL would drop the
// 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.
SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
return;
}
SDL_DisplayMode oldDisplayMode;
SDL_zero(oldDisplayMode);
if (WINRT_GlobalSDLVideoDevice) {
oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
}
if (WINRT_GlobalSDLWindow) {
// Send a window-resize event to the rest of SDL, and to apps:
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_RESIZED,
resizedDisplayMode.w,
resizedDisplayMode.h);
#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 = (DisplayOrientations) (unsigned int) oldDisplayMode.driverdata;
const DisplayOrientations newOrientation = (DisplayOrientations) (unsigned int) resizedDisplayMode.driverdata;
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).
//
// 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 == resizedDisplayMode.w &&
oldDisplayMode.h == resizedDisplayMode.h)
{
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_SIZE_CHANGED,
resizedDisplayMode.w,
resizedDisplayMode.h);
}
}
#endif
}
}
SDL_WinRTApp::SDL_WinRTApp() : SDL_WinRTApp::SDL_WinRTApp() :
m_windowClosed(false), m_windowClosed(false),
m_windowVisible(true) m_windowVisible(true)
@ -194,6 +265,13 @@ void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
(int)DisplayProperties::AutoRotationPreferences); (int)DisplayProperties::AutoRotationPreferences);
} }
#endif #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) void SDL_WinRTApp::SetWindow(CoreWindow^ window)
@ -294,32 +372,7 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
(WINRT_GlobalSDLWindow ? "yes" : "no")); (WINRT_GlobalSDLWindow ? "yes" : "no"));
#endif #endif
if (WINRT_GlobalSDLWindow) { WINRT_ProcessWindowSizeChange();
// Make the new window size be the one true fullscreen mode.
// This change was initially done, in part, to allow the Direct3D 11.1
// renderer to receive window-resize events as a device rotates.
// Before, rotating a device from landscape, to portrait, and then
// back to landscape would cause the Direct3D 11.1 swap buffer to
// not get resized appropriately. SDL would, on the rotation from
// landscape to portrait, re-resize the SDL window to it's initial
// size (landscape). On the subsequent rotation, SDL would drop the
// 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.
SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
// Send the window-resize event to the rest of SDL, and to apps:
const int windowWidth = (int) ceil(args->Size.Width);
const int windowHeight = (int) ceil(args->Size.Height);
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_RESIZED,
windowWidth,
windowHeight);
}
} }
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)

View File

@ -920,7 +920,7 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{ {
//D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata; //D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_RESIZED) { if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
D3D11_UpdateForWindowSizeChange(renderer); D3D11_UpdateForWindowSizeChange(renderer);
} }
} }
@ -1215,16 +1215,16 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
// Windows Phone rotations // Windows Phone rotations
// //
case DisplayOrientations::Landscape: case DisplayOrientations::Landscape:
// 90-degree Z-rotation // 270-degree (-90 degree) Z-rotation
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2)); XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
break; break;
case DisplayOrientations::Portrait: case DisplayOrientations::Portrait:
// 0-degree Z-rotation // 0-degree Z-rotation
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity()); XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity());
break; break;
case DisplayOrientations::LandscapeFlipped: case DisplayOrientations::LandscapeFlipped:
// 270-degree (-90 degree) Z-rotation // 90-degree Z-rotation
XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2)); XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2));
break; break;
case DisplayOrientations::PortraitFlipped: case DisplayOrientations::PortraitFlipped:
// 180-degree Z-rotation // 180-degree Z-rotation
@ -1280,11 +1280,15 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
// //
// Update the Direct3D viewport, which seems to be aligned to the // Update the Direct3D viewport, which seems to be aligned to the
// swap buffer's coordinate space, which is always in landscape: // swap buffer's coordinate space, which is always in either
// a landscape mode, for all Windows 8/RT devices, or a portrait mode,
// for Windows Phone devices.
// //
SDL_FRect orientationAlignedViewport; SDL_FRect orientationAlignedViewport;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
const bool swapDimensions = false; const bool swapDimensions =
data->orientation == DisplayOrientations::Landscape ||
data->orientation == DisplayOrientations::LandscapeFlipped;
#else #else
const bool swapDimensions = const bool swapDimensions =
data->orientation == DisplayOrientations::Portrait || data->orientation == DisplayOrientations::Portrait ||

View File

@ -154,6 +154,8 @@ WINRT_VideoInit(_THIS)
SDL_DisplayMode SDL_DisplayMode
WINRT_CalcDisplayModeUsingNativeWindow() WINRT_CalcDisplayModeUsingNativeWindow()
{ {
using namespace Windows::Graphics::Display;
// Create an empty, zeroed-out display mode: // Create an empty, zeroed-out display mode:
SDL_DisplayMode mode; SDL_DisplayMode mode;
SDL_zero(mode); SDL_zero(mode);
@ -168,7 +170,7 @@ WINRT_CalcDisplayModeUsingNativeWindow()
// Fill in most fields: // Fill in most fields:
mode.format = SDL_PIXELFORMAT_RGB888; mode.format = SDL_PIXELFORMAT_RGB888;
mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps) mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
mode.driverdata = NULL; mode.driverdata = (void *) DisplayProperties::CurrentOrientation;
// Calculate the display size given the window size, taking into account // Calculate the display size given the window size, taking into account
// the current display's DPI: // the current display's DPI:
@ -177,6 +179,30 @@ WINRT_CalcDisplayModeUsingNativeWindow()
mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch); mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch); mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// On Windows Phone, the native window's size is always in portrait,
// regardless of the device's orientation. This is in contrast to
// Windows 8/RT, which will resize the native window as the device's
// orientation changes. In order to compensate for this behavior,
// on Windows Phone, the mode's width and height will be swapped when
// the device is in a landscape (non-portrait) mode.
switch (DisplayProperties::CurrentOrientation) {
case DisplayOrientations::Landscape:
case DisplayOrientations::LandscapeFlipped:
{
const int tmp = mode.h;
mode.h = mode.w;
mode.w = tmp;
break;
}
default:
break;
}
// Attach the mode to te
#endif
return mode; return mode;
} }