mirror of https://github.com/encounter/SDL.git
WinRT: minor function and variable name cleanup
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065b2cf470
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@ -300,12 +300,12 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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// window-resize event as it appeared the SDL window didn't change
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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 newDisplayMode = GetMainDisplayMode();
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m_sdlVideoDevice->displays[0].current_mode = newDisplayMode;
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m_sdlVideoDevice->displays[0].desktop_mode = newDisplayMode;
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m_sdlVideoDevice->displays[0].display_modes[0] = newDisplayMode;
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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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m_sdlWindowData->sdlWindow->fullscreen_mode = newDisplayMode;
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m_sdlWindowData->sdlWindow->fullscreen_mode = 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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@ -469,7 +469,7 @@ void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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}
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}
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SDL_DisplayMode SDL_WinRTApp::GetMainDisplayMode()
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SDL_DisplayMode SDL_WinRTApp::CalcCurrentDisplayMode()
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{
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// Create an empty, zeroed-out display mode:
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SDL_DisplayMode mode;
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@ -16,7 +16,7 @@ public:
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internal:
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// SDL-specific methods
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SDL_DisplayMode GetMainDisplayMode();
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SDL_DisplayMode CalcCurrentDisplayMode();
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void PumpEvents();
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const SDL_WindowData * GetSDLWindowData() const;
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bool HasSDLWindowData() const;
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@ -134,7 +134,7 @@ WINRT_VideoInit(_THIS)
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static int
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WINRT_InitModes(_THIS)
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{
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SDL_DisplayMode mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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SDL_DisplayMode mode = SDL_WinRTGlobalApp->CalcCurrentDisplayMode();
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if (SDL_AddBasicVideoDisplay(&mode) < 0) {
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return -1;
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}
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