WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"

This commit is contained in:
David Ludwig 2013-08-27 13:03:43 -04:00
parent 17ca1d00b5
commit 86ea4c4edf
2 changed files with 4 additions and 4 deletions

View File

@ -169,7 +169,7 @@ void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
// done before the hint's callback is registered (as of Feb 22, 2013),
// otherwise the hint callback won't get registered.
//
// WinRT, TODO: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly.
// TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly.
//SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback)
SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
}

View File

@ -247,7 +247,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
fileName += L"\\";
#endif
// WinRT, TODO: test Direct3D 11.1 shader loading on Win32
// TODO, WinRT: test Direct3D 11.1 shader loading on Win32
fileName += shaderName;
return D3D11_ReadFileContents(fileName, out);
}
@ -609,7 +609,7 @@ D3D11_ConvertDipsToPixels(float dips)
#endif
// Initialize all resources that change when the window's size changes.
// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
HRESULT
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
@ -1230,7 +1230,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
orientationAlignedViewport.w = (float) renderer->viewport.w;
orientationAlignedViewport.h = (float) renderer->viewport.h;
}
// WinRT, TODO: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
// TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
D3D11_VIEWPORT viewport;
memset(&viewport, 0, sizeof(viewport));