Fix WinRT build

main
Eric Wasylishen 2022-06-09 02:22:21 -06:00 committed by Sam Lantinga
parent 2830895740
commit e09551bc80
1 changed files with 10 additions and 0 deletions

View File

@ -27,7 +27,9 @@
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#if !defined(__WINRT__)
#include "../../video/windows/SDL_windowswindow.h"
#endif
#include "SDL_hints.h"
#include "SDL_loadso.h"
#include "SDL_syswm.h"
@ -911,7 +913,11 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
/* The width and height of the swap chain must be based on the display's
* non-rotated size.
*/
#if defined(__WINRT__)
SDL_GetWindowSize(renderer->window, &w, &h);
#else
WIN_GetDrawableSize(renderer->window, &w, &h);
#endif
data->rotation = D3D11_GetCurrentRotation();
/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
@ -1052,12 +1058,14 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
}
}
#if !defined(__WINRT__)
static int
D3D11_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
WIN_GetDrawableSize(renderer->window, w, h);
return 0;
}
#endif
static SDL_bool
D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
@ -2374,7 +2382,9 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
data->identity = MatrixIdentity();
renderer->WindowEvent = D3D11_WindowEvent;
#if !defined(__WINRT__)
renderer->GetOutputSize = D3D11_GetOutputSize;
#endif
renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
renderer->CreateTexture = D3D11_CreateTexture;
renderer->UpdateTexture = D3D11_UpdateTexture;