WinRT: cleaned up some hard-to-read SDL_DisplayMode management code

main
David Ludwig 2014-03-01 16:37:30 -05:00
parent f4a5a0fad1
commit 6687ece1d5
2 changed files with 46 additions and 38 deletions

View File

@ -157,31 +157,39 @@ WINRT_ProcessWindowSizeChange()
// window-resize event as it appeared the SDL window didn't change
// size, and the Direct3D 11.1 renderer wouldn't resize its swap
// chain.
SDL_DisplayMode resizedDisplayMode;
if (WINRT_CalcDisplayModeUsingNativeWindow(&resizedDisplayMode) != 0) {
return;
}
if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
if (resizedDisplayMode.driverdata) {
SDL_free(resizedDisplayMode.driverdata);
}
SDL_DisplayMode newDisplayMode;
if (WINRT_CalcDisplayModeUsingNativeWindow(&newDisplayMode) != 0) {
return;
}
// Make note of the old display mode, and it's old driverdata.
SDL_DisplayMode oldDisplayMode;
SDL_zero(oldDisplayMode);
if (WINRT_GlobalSDLVideoDevice) {
oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
if (WINRT_DuplicateDisplayMode(&(WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode), &resizedDisplayMode) != 0) {
SDL_free(resizedDisplayMode.driverdata);
}
// Setup the new display mode in the appropriate spots.
if (WINRT_GlobalSDLVideoDevice) {
// Make a full copy of the display mode for display_modes[0],
// one with with a separately malloced 'driverdata' field.
// SDL_VideoQuit(), if called, will attempt to free the driverdata
// fields in 'desktop_mode' and each entry in the 'display_modes'
// array.
if (WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata) {
// Free the previous mode's memory
SDL_free(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata);
WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata = NULL;
}
if (WINRT_DuplicateDisplayMode(&(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0]), &newDisplayMode) != 0) {
// Uh oh, something went wrong. A malloc call probably failed.
SDL_free(newDisplayMode.driverdata);
return;
}
WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
if (WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata) {
SDL_free(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata);
}
WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
// Install 'newDisplayMode' into 'current_mode' and 'desktop_mode'.
WINRT_GlobalSDLVideoDevice->displays[0].current_mode = newDisplayMode;
WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = newDisplayMode;
}
if (WINRT_GlobalSDLWindow) {
@ -189,8 +197,8 @@ WINRT_ProcessWindowSizeChange()
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_RESIZED,
resizedDisplayMode.w,
resizedDisplayMode.h);
newDisplayMode.w,
newDisplayMode.h);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// HACK: On Windows Phone, make sure that orientation changes from
@ -198,7 +206,7 @@ WINRT_ProcessWindowSizeChange()
// or vice-versa on either of those two, lead to the Direct3D renderer
// getting updated.
const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)resizedDisplayMode.driverdata)->currentOrientation;
const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)newDisplayMode.driverdata)->currentOrientation;
if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
(oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
@ -213,21 +221,23 @@ WINRT_ProcessWindowSizeChange()
// Make sure that the display/window size really didn't change. If
// it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and
// the Direct3D 11.1 renderer picked it up, presumably.
if (oldDisplayMode.w == resizedDisplayMode.w &&
oldDisplayMode.h == resizedDisplayMode.h)
if (oldDisplayMode.w == newDisplayMode.w &&
oldDisplayMode.h == newDisplayMode.h)
{
SDL_SendWindowEvent(
WINRT_GlobalSDLWindow,
SDL_WINDOWEVENT_SIZE_CHANGED,
resizedDisplayMode.w,
resizedDisplayMode.h);
newDisplayMode.w,
newDisplayMode.h);
}
}
#endif
}
// Finally, free the 'driverdata' field of the old 'desktop_mode'.
if (oldDisplayMode.driverdata) {
SDL_free(oldDisplayMode.driverdata);
oldDisplayMode.driverdata = NULL;
}
}

View File

@ -154,9 +154,6 @@ WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
using namespace Windows::Graphics::Display;
// Initialize the mode to all zeros:
SDL_zerop(mode);
// Go no further if a native window cannot be accessed. This can happen,
// for example, if this function is called from certain threads, such as
// the SDL/XAML thread.
@ -164,6 +161,16 @@ WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
return SDL_SetError("SDL/WinRT display modes cannot be calculated outside of the main thread, such as in SDL's XAML thread");
}
// Calculate the display size given the window size, taking into account
// the current display's DPI:
const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
const float dipsPerInch = 96.0f;
const int w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
const int h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
if (w == 0 || w == h) {
return SDL_SetError("Unable to calculate the WinRT window/display's size");
}
// Create a driverdata field:
driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
if (!driverdata) {
@ -172,18 +179,14 @@ WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
SDL_zerop(driverdata);
// Fill in most fields:
SDL_zerop(mode);
mode->format = SDL_PIXELFORMAT_RGB888;
mode->refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
mode->w = w;
mode->h = h;
mode->driverdata = driverdata;
driverdata->currentOrientation = DisplayProperties::CurrentOrientation;
// Calculate the display size given the window size, taking into account
// the current display's DPI:
const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
const float dipsPerInch = 96.0f;
mode->w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
mode->h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// On Windows Phone, the native window's size is always in portrait,
// regardless of the device's orientation. This is in contrast to
@ -231,11 +234,6 @@ WINRT_InitModes(_THIS)
if (WINRT_CalcDisplayModeUsingNativeWindow(&mode) != 0) {
return -1; // If WINRT_CalcDisplayModeUsingNativeWindow fails, it'll already have set the SDL error
}
if (mode.w == 0 || mode.h == 0) {
SDL_free(mode.driverdata);
return SDL_SetError("Unable to calculate the WinRT window/display's size");
}
if (WINRT_DuplicateDisplayMode(&desktop_mode, &mode) != 0) {
return -1;