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@@ -41,6 +41,7 @@ extern "C" {
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extern SDL_Window * WINRT_GlobalSDLWindow;
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extern SDL_VideoDevice * WINRT_GlobalSDLVideoDevice;
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+extern SDL_DisplayMode WINRT_CalcDisplayModeUsingNativeWindow();
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// Compile-time debugging options:
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@@ -305,7 +306,7 @@ 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 resizedDisplayMode = CalcCurrentDisplayMode();
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+ SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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@@ -466,24 +467,3 @@ void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
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}
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}
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-
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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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- SDL_zero(mode);
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-
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- // Fill in most fields:
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- mode.format = SDL_PIXELFORMAT_RGB888;
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- mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
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- mode.driverdata = NULL;
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-
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- // Calculate the display size given the window size, taking into account
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- // the current display's DPI:
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- const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
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- const float dipsPerInch = 96.0f;
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- mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
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- mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
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-
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- return mode;
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-}
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