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@@ -302,36 +302,9 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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// chain.
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//
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// TODO, WinRT: consider dropping old display modes after the fullscreen window changes size (from rotations, etc.)
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- m_sdlWindowData->sdlWindow->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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+ m_sdlWindowData->sdlWindow->fullscreen_mode = GetMainDisplayMode();
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SDL_AddDisplayMode(&m_sdlVideoDevice->displays[0], &m_sdlWindowData->sdlWindow->fullscreen_mode);
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- // HACK, Feb 19, 2013: SDL_WINDOWEVENT_RESIZED events, when sent,
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- // will attempt to fix the values of the main window's renderer's
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- // viewport. While this can be good, it does appear to be buggy,
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- // and can cause a fullscreen viewport to become corrupted. This
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- // behavior was noticed on a Surface RT while rotating the device
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- // from landscape to portrait. Oddly enough, this did not occur
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- // in the Windows Simulator.
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- //
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- // Backing up, then restoring, the main renderer's 'resized' flag
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- // seems to fix fullscreen viewport problems when rotating a
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- // Windows device.
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- //
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- // Commencing hack in 3... 2... 1...
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- //
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- // UPDATE, SDL 2.0.0 update: the 'resized' flag is now gone. This
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- // hack might not be necessary any more.
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- //
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- //SDL_Renderer * rendererForMainWindow = SDL_GetRenderer(m_sdlWindowData->sdlWindow);
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- // For now, limit the hack to when the Direct3D 11.1 is getting used:
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- //const bool usingD3D11Renderer = \
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- // (rendererForMainWindow != NULL) &&
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- // (SDL_strcmp(rendererForMainWindow->info.name, "direct3d 11.1") == 0);
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- //SDL_bool wasD3D11RendererResized = SDL_FALSE;
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- //if (usingD3D11Renderer) {
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- // wasD3D11RendererResized = rendererForMainWindow->resized;
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- //}
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-
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// Send the window-resize event to the rest of SDL, and to apps:
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const int windowWidth = (int) ceil(args->Size.Width);
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const int windowHeight = (int) ceil(args->Size.Height);
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@@ -340,11 +313,6 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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SDL_WINDOWEVENT_RESIZED,
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windowWidth,
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windowHeight);
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-
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- //// Viewport hack, part two:
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- //if (usingD3D11Renderer) {
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- // rendererForMainWindow->resized = wasD3D11RendererResized;
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- //}
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}
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}
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