mirror of https://github.com/encounter/SDL.git
WinRT: rendering orientation fixes for Windows Phone, part 1
This change should allow apps to render correctly in Portrait mode, at minimum, Support for orientation changes is pending. Thanks to Pierre-Yves for assistance!
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@ -662,9 +662,14 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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// landscape-oriented width and height. If the window is in a portrait
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// landscape-oriented width and height. If the window is in a portrait
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// orientation, the dimensions must be reversed.
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// orientation, the dimensions must be reversed.
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data->orientation = DisplayProperties::CurrentOrientation;
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data->orientation = DisplayProperties::CurrentOrientation;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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const bool swapDimensions = false;
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#else
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const bool swapDimensions =
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const bool swapDimensions =
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::PortraitFlipped;
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data->orientation == DisplayOrientations::PortraitFlipped;
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#endif
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data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
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data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
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data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
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data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
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@ -785,6 +790,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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}
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}
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}
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}
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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// Set the proper orientation for the swap chain, and generate the
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// Set the proper orientation for the swap chain, and generate the
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// 3D matrix transformation for rendering to the rotated swap chain.
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// 3D matrix transformation for rendering to the rotated swap chain.
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DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
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DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
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@ -810,7 +816,6 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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throw ref new Platform::FailureException();
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throw ref new Platform::FailureException();
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}
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}
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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// TODO, WinRT: Windows Phone does not have the IDXGISwapChain1::SetRotation method. Check if an alternative is available, or needed.
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// TODO, WinRT: Windows Phone does not have the IDXGISwapChain1::SetRotation method. Check if an alternative is available, or needed.
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result = data->swapChain->SetRotation(rotation);
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result = data->swapChain->SetRotation(rotation);
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if (FAILED(result)) {
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if (FAILED(result)) {
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@ -1203,41 +1208,47 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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switch (data->orientation)
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switch (data->orientation)
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{
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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//
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// Windows Phone rotations
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//
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case DisplayOrientations::Landscape:
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case DisplayOrientations::Landscape:
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data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 0-degree Z-rotation
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// 90-degree Z-rotation
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1.0f, 0.0f, 0.0f, 0.0f,
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2));
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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break;
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break;
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case DisplayOrientations::Portrait:
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case DisplayOrientations::Portrait:
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data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 90-degree Z-rotation
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// 0-degree Z-rotation
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0.0f, 1.0f, 0.0f, 0.0f,
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity());
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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break;
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break;
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case DisplayOrientations::LandscapeFlipped:
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case DisplayOrientations::LandscapeFlipped:
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data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 180-degree Z-rotation
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// 270-degree (-90 degree) Z-rotation
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-1.0f, 0.0f, 0.0f, 0.0f,
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
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0.0f, -1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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break;
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break;
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case DisplayOrientations::PortraitFlipped:
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case DisplayOrientations::PortraitFlipped:
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data->vertexShaderConstantsData.projection = XMFLOAT4X4( // 270-degree Z-rotation
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// 180-degree Z-rotation
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0.0f, -1.0f, 0.0f, 0.0f,
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PI));
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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);
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break;
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break;
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#else
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//
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// Non-Windows-Phone rotations (ex: Windows 8, Windows RT)
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//
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case DisplayOrientations::Landscape:
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// 0-degree Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixIdentity());
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break;
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case DisplayOrientations::Portrait:
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// 90-degree Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PIDIV2));
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break;
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case DisplayOrientations::LandscapeFlipped:
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// 180-degree Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(XM_PI));
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break;
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case DisplayOrientations::PortraitFlipped:
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// 270-degree (-90 degree) Z-rotation
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XMStoreFloat4x4(&data->vertexShaderConstantsData.projection, XMMatrixRotationZ(-XM_PIDIV2));
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break;
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#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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default:
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default:
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SDL_SetError("An unknown DisplayOrientation is being used");
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SDL_SetError("An unknown DisplayOrientation is being used");
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@ -1270,9 +1281,13 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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// swap buffer's coordinate space, which is always in landscape:
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// swap buffer's coordinate space, which is always in landscape:
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//
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//
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SDL_FRect orientationAlignedViewport;
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SDL_FRect orientationAlignedViewport;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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const bool swapDimensions = false;
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#else
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const bool swapDimensions =
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const bool swapDimensions =
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::Portrait ||
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data->orientation == DisplayOrientations::PortraitFlipped;
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data->orientation == DisplayOrientations::PortraitFlipped;
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#endif
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if (swapDimensions) {
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if (swapDimensions) {
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orientationAlignedViewport.x = (float) renderer->viewport.y;
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orientationAlignedViewport.x = (float) renderer->viewport.y;
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orientationAlignedViewport.y = (float) renderer->viewport.x;
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orientationAlignedViewport.y = (float) renderer->viewport.x;
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