diff --git a/src/core/winrt/SDL_winrtapp.cpp b/src/core/winrt/SDL_winrtapp.cpp index 70937e3a6..ef800f6f4 100644 --- a/src/core/winrt/SDL_winrtapp.cpp +++ b/src/core/winrt/SDL_winrtapp.cpp @@ -169,7 +169,7 @@ void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView) // done before the hint's callback is registered (as of Feb 22, 2013), // otherwise the hint callback won't get registered. // - // WinRT, TODO: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly. + // TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly. //SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback) SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL); } diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp index fd6e03459..c7d633444 100644 --- a/src/render/direct3d11/SDL_render_d3d11.cpp +++ b/src/render/direct3d11/SDL_render_d3d11.cpp @@ -247,7 +247,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector & out) fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION); fileName += L"\\"; #endif - // WinRT, TODO: test Direct3D 11.1 shader loading on Win32 + // TODO, WinRT: test Direct3D 11.1 shader loading on Win32 fileName += shaderName; return D3D11_ReadFileContents(fileName, out); } @@ -609,7 +609,7 @@ D3D11_ConvertDipsToPixels(float dips) #endif // Initialize all resources that change when the window's size changes. -// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32 +// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32 HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer) { @@ -1230,7 +1230,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer) orientationAlignedViewport.w = (float) renderer->viewport.w; orientationAlignedViewport.h = (float) renderer->viewport.h; } - // WinRT, TODO: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) + // TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped) D3D11_VIEWPORT viewport; memset(&viewport, 0, sizeof(viewport));