mirror of https://github.com/encounter/SDL.git
Fix WinRT build
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2830895740
commit
e09551bc80
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@ -27,7 +27,9 @@
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#define COBJMACROS
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#define COBJMACROS
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#include "../../core/windows/SDL_windows.h"
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#include "../../core/windows/SDL_windows.h"
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#if !defined(__WINRT__)
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#include "../../video/windows/SDL_windowswindow.h"
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#include "../../video/windows/SDL_windowswindow.h"
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#endif
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#include "SDL_hints.h"
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#include "SDL_hints.h"
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#include "SDL_loadso.h"
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#include "SDL_loadso.h"
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#include "SDL_syswm.h"
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#include "SDL_syswm.h"
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@ -911,7 +913,11 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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/* The width and height of the swap chain must be based on the display's
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/* The width and height of the swap chain must be based on the display's
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* non-rotated size.
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* non-rotated size.
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*/
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*/
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#if defined(__WINRT__)
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SDL_GetWindowSize(renderer->window, &w, &h);
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#else
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WIN_GetDrawableSize(renderer->window, &w, &h);
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WIN_GetDrawableSize(renderer->window, &w, &h);
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#endif
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data->rotation = D3D11_GetCurrentRotation();
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data->rotation = D3D11_GetCurrentRotation();
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/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
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/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
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if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
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if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
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@ -1052,12 +1058,14 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
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}
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}
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}
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}
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#if !defined(__WINRT__)
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static int
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static int
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D3D11_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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D3D11_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
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{
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{
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WIN_GetDrawableSize(renderer->window, w, h);
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WIN_GetDrawableSize(renderer->window, w, h);
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return 0;
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return 0;
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}
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}
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#endif
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static SDL_bool
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static SDL_bool
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D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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@ -2374,7 +2382,9 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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data->identity = MatrixIdentity();
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data->identity = MatrixIdentity();
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renderer->WindowEvent = D3D11_WindowEvent;
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renderer->WindowEvent = D3D11_WindowEvent;
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#if !defined(__WINRT__)
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renderer->GetOutputSize = D3D11_GetOutputSize;
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renderer->GetOutputSize = D3D11_GetOutputSize;
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#endif
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renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
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renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
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renderer->CreateTexture = D3D11_CreateTexture;
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renderer->CreateTexture = D3D11_CreateTexture;
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renderer->UpdateTexture = D3D11_UpdateTexture;
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renderer->UpdateTexture = D3D11_UpdateTexture;
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