Merged various WinRT build fixes

main
David Ludwig 2014-03-12 12:12:20 -04:00
commit 4cd5ed7ba2
14 changed files with 212 additions and 221 deletions

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@ -218,7 +218,7 @@
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" /> <ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" /> <ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" /> <ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h" /> <ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h" />
<ClInclude Include="..\..\src\render\mmx.h" /> <ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" /> <ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" /> <ClInclude Include="..\..\src\render\SDL_sysrender.h" />
@ -320,12 +320,7 @@
<ClCompile Include="..\..\src\power\SDL_power.c" /> <ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" /> <ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" /> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp"> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp" />
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" /> <ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" /> <ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" /> <ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />

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@ -339,9 +339,6 @@
<ClInclude Include="..\..\include\SDL_filesystem.h"> <ClInclude Include="..\..\include\SDL_filesystem.h">
<Filter>Header Files</Filter> <Filter>Header Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h"> <ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
@ -354,6 +351,9 @@
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h"> <ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c"> <ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -623,9 +623,6 @@
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c"> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c"> <ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
@ -638,5 +635,8 @@
<ClCompile Include="..\..\src\power\SDL_power.c"> <ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -100,14 +100,7 @@
<ClCompile Include="..\..\src\power\SDL_power.c" /> <ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" /> <ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" /> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp"> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp" />
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" /> <ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" /> <ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" /> <ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
@ -292,7 +285,7 @@
<ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" /> <ClInclude Include="..\..\src\joystick\SDL_gamecontrollerdb.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" /> <ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" /> <ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h" /> <ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h" />
<ClInclude Include="..\..\src\render\mmx.h" /> <ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" /> <ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" /> <ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />

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@ -280,19 +280,19 @@
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c"> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c"> <ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c"> <ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp"> <ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\src\power\SDL_power.c"> <ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
</ItemGroup> </ItemGroup>
@ -651,9 +651,6 @@
<ClInclude Include="..\..\src\SDL_internal.h"> <ClInclude Include="..\..\src\SDL_internal.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h"> <ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
@ -666,6 +663,9 @@
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h"> <ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_winrt.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="Header Files"> <Filter Include="Header Files">

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@ -2773,8 +2773,8 @@
00CFA622106A567900758660 /* Release */ = { 00CFA622106A567900758660 /* Release */ = {
isa = XCBuildConfiguration; isa = XCBuildConfiguration;
buildSettings = { buildSettings = {
DYLIB_COMPATIBILITY_VERSION = 1; DYLIB_COMPATIBILITY_VERSION = 1.0.0;
DYLIB_CURRENT_VERSION = 1; DYLIB_CURRENT_VERSION = 3.1.0;
FRAMEWORK_VERSION = A; FRAMEWORK_VERSION = A;
HEADER_SEARCH_PATHS = /usr/X11R6/include; HEADER_SEARCH_PATHS = /usr/X11R6/include;
INFOPLIST_FILE = "Info-Framework.plist"; INFOPLIST_FILE = "Info-Framework.plist";
@ -2827,8 +2827,8 @@
00CFA628106A568900758660 /* Debug */ = { 00CFA628106A568900758660 /* Debug */ = {
isa = XCBuildConfiguration; isa = XCBuildConfiguration;
buildSettings = { buildSettings = {
DYLIB_COMPATIBILITY_VERSION = 1; DYLIB_COMPATIBILITY_VERSION = 1.0.0;
DYLIB_CURRENT_VERSION = 1; DYLIB_CURRENT_VERSION = 3.1.0;
FRAMEWORK_VERSION = A; FRAMEWORK_VERSION = A;
HEADER_SEARCH_PATHS = /usr/X11R6/include; HEADER_SEARCH_PATHS = /usr/X11R6/include;
INFOPLIST_FILE = "Info-Framework.plist"; INFOPLIST_FILE = "Info-Framework.plist";

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@ -1,159 +1,160 @@
/* /*
Simple DirectMedia Layer Simple DirectMedia Layer
Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org> Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages warranty. In no event will the authors be held liable for any damages
arising from the use of this software. arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions: freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not 1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be in a product, an acknowledgment in the product documentation would be
appreciated but is not required. appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be 2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
*/ */
/* Windows includes */ /* Windows includes */
#include <agile.h> #include <agile.h>
#include <Windows.h> #include <Windows.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP #if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h> #include <windows.ui.xaml.media.dxinterop.h>
#endif #endif
/* SDL includes */ /* SDL includes */
#include "../../SDL_internal.h" #include "../../SDL_internal.h"
#include "SDL.h" #include "SDL.h"
#include "../../video/winrt/SDL_winrtevents_c.h" #include "../../video/winrt/SDL_winrtevents_c.h"
#include "../../video/winrt/SDL_winrtvideo_cpp.h" #include "../../video/winrt/SDL_winrtvideo_cpp.h"
#include "SDL_winrtapp_common.h" #include "SDL_winrtapp_common.h"
#include "SDL_winrtapp_xaml.h" #include "SDL_winrtapp_xaml.h"
/* SDL-internal globals: */ /* SDL-internal globals: */
SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE; SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
#if WINAPI_FAMILY == WINAPI_FAMILY_APP #if WINAPI_FAMILY == WINAPI_FAMILY_APP
extern "C" ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL; extern "C"
static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken; ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
#endif static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
#endif
/*
* Input event handlers (XAML) /*
*/ * Input event handlers (XAML)
#if WINAPI_FAMILY == WINAPI_FAMILY_APP */
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
static void
WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args) static void
{ WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr)); {
} WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args) static void
{ WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr)); {
} WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args) static void
{ WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr)); {
} WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args) static void
{ WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr)); {
} WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
/*
* XAML-to-SDL Rendering Callback /*
*/ * XAML-to-SDL Rendering Callback
#if WINAPI_FAMILY == WINAPI_FAMILY_APP */
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
static void
WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args) static void
{ WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args)
WINRT_CycleXAMLThread(); {
} WINRT_CycleXAMLThread();
}
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
/*
* SDL + XAML Initialization /*
*/ * SDL + XAML Initialization
*/
int
SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable) int
{ SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable)
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP {
return SDL_SetError("XAML support is not yet available in Windows Phone."); #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#else return SDL_SetError("XAML support is not yet available in Windows Phone.");
// Declare C++/CX namespaces: #else
using namespace Platform; // Declare C++/CX namespaces:
using namespace Windows::Foundation; using namespace Platform;
using namespace Windows::UI::Core; using namespace Windows::Foundation;
using namespace Windows::UI::Xaml; using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml::Controls; using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Input; using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Media; using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Media;
// Make sure we have a valid XAML element (to draw onto):
if ( ! backgroundPanelAsIInspectable) { // Make sure we have a valid XAML element (to draw onto):
return SDL_SetError("'backgroundPanelAsIInspectable' can't be NULL"); if ( ! backgroundPanelAsIInspectable) {
} return SDL_SetError("'backgroundPanelAsIInspectable' can't be NULL");
}
Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel); Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
if ( ! swapChainBackgroundPanel) { SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
return SDL_SetError("An unknown or unsupported type of XAML control was specified."); if ( ! swapChainBackgroundPanel) {
} return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
}
// Setup event handlers:
swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML); // Setup event handlers:
swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML); swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML);
swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML); swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML);
swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML); swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML);
swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
// Setup for rendering:
IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel); // Setup for rendering:
panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative); IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
// Make sure the app is ready to call the SDL-centric main() function:
WINRT_SDLAppEntryPoint = mainFunction; // Make sure the app is ready to call the SDL-centric main() function:
SDL_SetMainReady(); WINRT_SDLAppEntryPoint = mainFunction;
SDL_SetMainReady();
// Make sure video-init knows that we're initializing XAML:
SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled; // Make sure video-init knows that we're initializing XAML:
WINRT_XAMLWasEnabled = SDL_TRUE; SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled;
WINRT_XAMLWasEnabled = SDL_TRUE;
// Make sure video modes are detected now, while we still have access to the WinRT
// CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the // Make sure video modes are detected now, while we still have access to the WinRT
// SDL/WinRT thread. // CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) { // SDL/WinRT thread.
// SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
// the caller to here: // SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to
WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue; // the caller to here:
return -1; WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue;
} return -1;
}
// All done, for now.
return 0; // All done, for now.
#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else return 0;
} #endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else
}

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@ -18,7 +18,7 @@
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
*/ */
#include "SDL_config.h" #include "../../SDL_internal.h"
#if SDL_JOYSTICK_XINPUT #if SDL_JOYSTICK_XINPUT

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@ -35,7 +35,7 @@
#ifdef __WINRT__ #ifdef __WINRT__
#include "SDL_render_d3d11_winrthelpers_cpp.h" #include "SDL_render_winrt.h"
#if WINAPI_FAMILY == WINAPI_FAMILY_APP #if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h> #include <windows.ui.xaml.media.dxinterop.h>

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@ -28,17 +28,20 @@ extern "C" {
} }
#include <windows.ui.core.h> #include <windows.ui.core.h>
#include <windows.foundation.h> #include <windows.graphics.display.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP #if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h> #include <windows.ui.xaml.media.dxinterop.h>
#endif #endif
using namespace ABI;
using namespace Windows::UI::Core; using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display; using namespace Windows::Graphics::Display;
#include <DXGI.h> #include <DXGI.h>
#include "SDL_render_winrt.h"
extern "C" void * extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer) D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
@ -77,32 +80,32 @@ D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
extern "C" DXGI_MODE_ROTATION extern "C" DXGI_MODE_ROTATION
D3D11_GetCurrentRotation() D3D11_GetCurrentRotation()
{ {
#if 0 /* FIXME: This doesn't compile on Visual Studio 2013 */
switch (DisplayProperties::CurrentOrientation) { switch (DisplayProperties::CurrentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */ /* Windows Phone rotations */
case DisplayOrientations::Landscape: case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_ROTATE90; return DXGI_MODE_ROTATION_ROTATE90;
case DisplayOrientations::Portrait: case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_IDENTITY; return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::LandscapeFlipped: case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE270; return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::PortraitFlipped: case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE180; return DXGI_MODE_ROTATION_ROTATE180;
#else #else
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */ /* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
case DisplayOrientations::Landscape: case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_IDENTITY; return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::Portrait: case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_ROTATE270; return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::LandscapeFlipped: case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE180; return DXGI_MODE_ROTATION_ROTATE180;
case DisplayOrientations::PortraitFlipped: case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE90; return DXGI_MODE_ROTATION_ROTATE90;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */ #endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
default:
return DXGI_MODE_ROTATION_UNSPECIFIED;
} }
#endif
return DXGI_MODE_ROTATION_IDENTITY;
} }

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@ -18,7 +18,7 @@
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
*/ */
#include "SDL_config.h" #include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_WINRT #if SDL_VIDEO_DRIVER_WINRT

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@ -18,7 +18,6 @@
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
*/ */
#include "../../SDL_internal.h" #include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_WINRT #if SDL_VIDEO_DRIVER_WINRT

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@ -18,7 +18,7 @@
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
*/ */
#include "SDL_config.h" #include "../../SDL_internal.h"
// TODO: WinRT, make this file compile via C code // TODO: WinRT, make this file compile via C code

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@ -18,7 +18,7 @@
misrepresented as being the original software. misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution. 3. This notice may not be removed or altered from any source distribution.
*/ */
#include "SDL_config.h" #include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_WINRT #if SDL_VIDEO_DRIVER_WINRT