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WinRT: moved the WinRT SDL_VideoDevice out of SDL_WinRTApp
This was done to help pave the way for XAML support.
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@@ -40,6 +40,7 @@ extern "C" {
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#include "SDL_winrtapp.h"
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extern SDL_Window * WINRT_GlobalSDLWindow;
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extern SDL_VideoDevice * WINRT_GlobalSDLVideoDevice;
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// Compile-time debugging options:
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@@ -145,8 +146,7 @@ static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *n
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SDL_WinRTApp::SDL_WinRTApp() :
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m_windowClosed(false),
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m_windowVisible(true),
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m_sdlVideoDevice(NULL)
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m_windowVisible(true)
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{
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}
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@@ -306,9 +306,9 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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// size, and the Direct3D 11.1 renderer wouldn't resize its swap
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// chain.
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SDL_DisplayMode resizedDisplayMode = CalcCurrentDisplayMode();
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m_sdlVideoDevice->displays[0].current_mode = resizedDisplayMode;
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m_sdlVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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m_sdlVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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// Send the window-resize event to the rest of SDL, and to apps:
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const int windowWidth = (int) ceil(args->Size.Width);
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@@ -487,8 +487,3 @@ SDL_DisplayMode SDL_WinRTApp::CalcCurrentDisplayMode()
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return mode;
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}
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void SDL_WinRTApp::SetSDLVideoDevice(const SDL_VideoDevice * videoDevice)
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{
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m_sdlVideoDevice = videoDevice;
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}
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@@ -16,7 +16,6 @@ internal:
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// SDL-specific methods
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SDL_DisplayMode CalcCurrentDisplayMode();
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void PumpEvents();
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void SetSDLVideoDevice(const SDL_VideoDevice * videoDevice);
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Windows::Foundation::Point TransformCursor(Windows::Foundation::Point rawPosition);
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protected:
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@@ -40,5 +39,4 @@ protected:
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private:
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bool m_windowClosed;
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bool m_windowVisible;
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const SDL_VideoDevice* m_sdlVideoDevice;
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};
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