WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
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17ca1d00b5
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86ea4c4edf
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@ -169,7 +169,7 @@ void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
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// done before the hint's callback is registered (as of Feb 22, 2013),
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// done before the hint's callback is registered (as of Feb 22, 2013),
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// otherwise the hint callback won't get registered.
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// otherwise the hint callback won't get registered.
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//
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//
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// 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.
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// 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.
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//SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback)
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//SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback)
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SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
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SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
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}
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}
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@ -247,7 +247,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
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fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
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fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
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fileName += L"\\";
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fileName += L"\\";
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#endif
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#endif
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// WinRT, TODO: test Direct3D 11.1 shader loading on Win32
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// TODO, WinRT: test Direct3D 11.1 shader loading on Win32
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fileName += shaderName;
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fileName += shaderName;
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return D3D11_ReadFileContents(fileName, out);
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return D3D11_ReadFileContents(fileName, out);
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}
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}
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@ -609,7 +609,7 @@ D3D11_ConvertDipsToPixels(float dips)
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#endif
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#endif
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// Initialize all resources that change when the window's size changes.
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// Initialize all resources that change when the window's size changes.
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// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
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// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
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HRESULT
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HRESULT
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D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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{
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{
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@ -1230,7 +1230,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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orientationAlignedViewport.w = (float) renderer->viewport.w;
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orientationAlignedViewport.w = (float) renderer->viewport.w;
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orientationAlignedViewport.h = (float) renderer->viewport.h;
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orientationAlignedViewport.h = (float) renderer->viewport.h;
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}
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}
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// WinRT, TODO: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
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// TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
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D3D11_VIEWPORT viewport;
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D3D11_VIEWPORT viewport;
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memset(&viewport, 0, sizeof(viewport));
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memset(&viewport, 0, sizeof(viewport));
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