WinRT: cleaned up some hard-to-read SDL_DisplayMode management code
parent
f4a5a0fad1
commit
6687ece1d5
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@ -157,31 +157,39 @@ WINRT_ProcessWindowSizeChange()
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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;
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if (WINRT_CalcDisplayModeUsingNativeWindow(&resizedDisplayMode) != 0) {
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return;
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}
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if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
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if (resizedDisplayMode.driverdata) {
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SDL_free(resizedDisplayMode.driverdata);
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}
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SDL_DisplayMode newDisplayMode;
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if (WINRT_CalcDisplayModeUsingNativeWindow(&newDisplayMode) != 0) {
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return;
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}
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// Make note of the old display mode, and it's old driverdata.
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SDL_DisplayMode oldDisplayMode;
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SDL_zero(oldDisplayMode);
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if (WINRT_GlobalSDLVideoDevice) {
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oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
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if (WINRT_DuplicateDisplayMode(&(WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode), &resizedDisplayMode) != 0) {
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SDL_free(resizedDisplayMode.driverdata);
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}
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// Setup the new display mode in the appropriate spots.
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if (WINRT_GlobalSDLVideoDevice) {
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// Make a full copy of the display mode for display_modes[0],
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// one with with a separately malloced 'driverdata' field.
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// SDL_VideoQuit(), if called, will attempt to free the driverdata
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// fields in 'desktop_mode' and each entry in the 'display_modes'
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// array.
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if (WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata) {
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// Free the previous mode's memory
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SDL_free(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata);
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata = NULL;
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}
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if (WINRT_DuplicateDisplayMode(&(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0]), &newDisplayMode) != 0) {
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// Uh oh, something went wrong. A malloc call probably failed.
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SDL_free(newDisplayMode.driverdata);
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return;
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}
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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if (WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata) {
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SDL_free(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata);
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}
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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// Install 'newDisplayMode' into 'current_mode' and 'desktop_mode'.
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = newDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = newDisplayMode;
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}
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if (WINRT_GlobalSDLWindow) {
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@ -189,8 +197,8 @@ WINRT_ProcessWindowSizeChange()
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_RESIZED,
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resizedDisplayMode.w,
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resizedDisplayMode.h);
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newDisplayMode.w,
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newDisplayMode.h);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// HACK: On Windows Phone, make sure that orientation changes from
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@ -198,7 +206,7 @@ WINRT_ProcessWindowSizeChange()
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// or vice-versa on either of those two, lead to the Direct3D renderer
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// getting updated.
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const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
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const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)resizedDisplayMode.driverdata)->currentOrientation;
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const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)newDisplayMode.driverdata)->currentOrientation;
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if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
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(oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
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@ -213,21 +221,23 @@ WINRT_ProcessWindowSizeChange()
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// Make sure that the display/window size really didn't change. If
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// it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and
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// the Direct3D 11.1 renderer picked it up, presumably.
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if (oldDisplayMode.w == resizedDisplayMode.w &&
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oldDisplayMode.h == resizedDisplayMode.h)
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if (oldDisplayMode.w == newDisplayMode.w &&
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oldDisplayMode.h == newDisplayMode.h)
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{
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_SIZE_CHANGED,
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resizedDisplayMode.w,
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resizedDisplayMode.h);
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newDisplayMode.w,
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newDisplayMode.h);
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}
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}
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#endif
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}
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// Finally, free the 'driverdata' field of the old 'desktop_mode'.
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if (oldDisplayMode.driverdata) {
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SDL_free(oldDisplayMode.driverdata);
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oldDisplayMode.driverdata = NULL;
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}
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}
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@ -154,9 +154,6 @@ WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
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using namespace Windows::Graphics::Display;
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// Initialize the mode to all zeros:
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SDL_zerop(mode);
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// Go no further if a native window cannot be accessed. This can happen,
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// for example, if this function is called from certain threads, such as
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// the SDL/XAML thread.
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@ -164,6 +161,16 @@ WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
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return SDL_SetError("SDL/WinRT display modes cannot be calculated outside of the main thread, such as in SDL's XAML thread");
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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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const int w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
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const int h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
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if (w == 0 || w == h) {
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return SDL_SetError("Unable to calculate the WinRT window/display's size");
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}
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// Create a driverdata field:
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driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
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if (!driverdata) {
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@ -172,18 +179,14 @@ WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
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SDL_zerop(driverdata);
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// Fill in most fields:
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SDL_zerop(mode);
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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->w = w;
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mode->h = h;
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mode->driverdata = driverdata;
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driverdata->currentOrientation = DisplayProperties::CurrentOrientation;
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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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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// On Windows Phone, the native window's size is always in portrait,
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// regardless of the device's orientation. This is in contrast to
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@ -232,11 +235,6 @@ WINRT_InitModes(_THIS)
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return -1; // If WINRT_CalcDisplayModeUsingNativeWindow fails, it'll already have set the SDL error
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}
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if (mode.w == 0 || mode.h == 0) {
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SDL_free(mode.driverdata);
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return SDL_SetError("Unable to calculate the WinRT window/display's size");
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}
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if (WINRT_DuplicateDisplayMode(&desktop_mode, &mode) != 0) {
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return -1;
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}
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