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@@ -187,31 +187,14 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
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SDL_WINDOW_MAXIMIZED |
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SDL_WINDOW_INPUT_GRABBED;
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- /* HACK from DLudwig: The following line of code prevents
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- SDL_CreateWindow and SDL_UpdateFullscreenMode from trying to resize
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- the window after the call to WINRT_CreateWindow returns.
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-
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- This hack should allow a window to be created in virtually any size,
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- and more importantly, it allows a window's framebuffer, as created and
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- retrieved via SDL_GetWindowSurface, to be in any size. This can be
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- utilized by apps centered around software rendering, such as ports
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- of older apps. The app can have SDL create a framebuffer in any size
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- it chooses. SDL will scale the framebuffer to the native
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- screen size on the GPU (via SDL_UpdateWindowSurface).
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- */
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- _this->displays[0].fullscreen_window = window;
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+ /* WinRT does not, as of this writing, appear to support app-adjustable
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+ window sizes. Set the window size to whatever the native WinRT
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+ CoreWindow is set at.
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- /* Further prevent any display resizing, and make sure SDL_GetWindowDisplayMode
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- can report the correct size of windows, by creating a new display
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- mode in the requested size. To note, if the window is being created in
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- the device's native screen size, SDL_AddDisplayMode will do nothing.
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+ TODO, WinRT: if and when non-fullscreen XAML control support is added to SDL, consider making those resizable via SDL_Window's interfaces.
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*/
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- window->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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- window->fullscreen_mode.w = window->w;
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- window->fullscreen_mode.h = window->h;
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- SDL_AddDisplayMode(&_this->displays[0], &window->fullscreen_mode);
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-
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- /* TODO: Consider removing custom display modes in WINRT_DestroyWindow. */
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+ window->w = _this->displays[0].current_mode.w;
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+ window->h = _this->displays[0].current_mode.h;
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/* Make sure the WinRT app's IFramworkView can post events on
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behalf of SDL:
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