src/video/windowsrt/SDL_winrtvideo.cpp
author David Ludwig <dludwig@pobox.com>
Sat, 02 Feb 2013 21:05:32 -0500
changeset 8401 29ecd2eca4af
parent 8400 1315402d9028
child 8411 aca0591bc58f
permissions -rw-r--r--
WinRT: moved a bit more Direct3D 11.1 code into the SDL_Renderer backend
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_DRIVER_WINRT
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/* WinRT SDL video driver implementation
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   Initial work on this was done by David Ludwig (dludwig@pobox.com), and
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   was based off of SDL's "dummy" video driver.
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 */
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extern "C" {
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "../../render/SDL_sysrender.h"
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}
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#include "SDL_WinRTApp.h"
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#include "SDL_winrtvideo.h"
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#include "SDL_winrtevents_c.h"
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#include "SDL_winrtframebuffer_c.h"
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#include "SDL_winrtmouse.h"
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/* On Windows, windows.h defines CreateWindow */
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#ifdef CreateWindow
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#undef CreateWindow
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#endif
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extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
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#define WINRTVID_DRIVER_NAME "winrt"
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/* Initialization/Query functions */
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static int WINRT_VideoInit(_THIS);
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static int WINRT_InitModes(_THIS);
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static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
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static void WINRT_VideoQuit(_THIS);
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/* Window functions */
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static int WINRT_CreateWindow(_THIS, SDL_Window * window);
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static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
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/* WinRT driver bootstrap functions */
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static int
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WINRT_Available(void)
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{
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    return (1);
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}
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static void
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WINRT_DeleteDevice(SDL_VideoDevice * device)
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{
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    SDL_free(device);
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}
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static SDL_VideoDevice *
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WINRT_CreateDevice(int devindex)
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{
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    SDL_VideoDevice *device;
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    /* Initialize all variables that we clean on shutdown */
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    device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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    if (!device) {
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        SDL_OutOfMemory();
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        if (device) {
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            SDL_free(device);
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        }
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        return (0);
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    }
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    /* Set the function pointers */
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    device->VideoInit = WINRT_VideoInit;
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    device->VideoQuit = WINRT_VideoQuit;
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    device->CreateWindow = WINRT_CreateWindow;
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    device->DestroyWindow = WINRT_DestroyWindow;
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    device->SetDisplayMode = WINRT_SetDisplayMode;
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    device->PumpEvents = WINRT_PumpEvents;
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    device->CreateWindowFramebuffer = SDL_WINRT_CreateWindowFramebuffer;
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    device->UpdateWindowFramebuffer = SDL_WINRT_UpdateWindowFramebuffer;
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    device->DestroyWindowFramebuffer = SDL_WINRT_DestroyWindowFramebuffer;
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    device->free = WINRT_DeleteDevice;
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    return device;
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}
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VideoBootStrap WINRT_bootstrap = {
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    WINRTVID_DRIVER_NAME, "SDL Windows RT video driver",
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    WINRT_Available, WINRT_CreateDevice
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};
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int
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WINRT_VideoInit(_THIS)
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{
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    if (WINRT_InitModes(_this) < 0) {
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        return -1;
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    }
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    WINRT_InitMouse(_this);
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    return 0;
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}
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static int
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WINRT_InitModes(_THIS)
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{
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    SDL_DisplayMode mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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    if (SDL_AddBasicVideoDisplay(&mode) < 0) {
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        return -1;
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    }
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    SDL_AddDisplayMode(&_this->displays[0], &mode);
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    return 0;
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}
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static int
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WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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{
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    return 0;
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}
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void
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WINRT_VideoQuit(_THIS)
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{
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    WINRT_QuitMouse(_this);
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}
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int
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WINRT_CreateWindow(_THIS, SDL_Window * window)
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{
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    // Make sure that only one window gets created, at least until multimonitor
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    // support is added.
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    if (SDL_WinRTGlobalApp->HasSDLWindowData())
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    {
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        SDL_SetError("WinRT only supports one window");
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        return -1;
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    }
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    SDL_WindowData *data;
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    data = (SDL_WindowData *) SDL_calloc(1, sizeof(*data));
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    if (!data) {
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        SDL_OutOfMemory();
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        return -1;
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    }
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    SDL_zerop(data);
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    data->sdlWindow = window;
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    /* Make sure the window is considered to be positioned at {0,0},
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       and is considered fullscreen, shown, and the like.
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    */
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    window->x = 0;
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    window->y = 0;
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    window->flags =
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        SDL_WINDOW_FULLSCREEN |
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        SDL_WINDOW_SHOWN |
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        SDL_WINDOW_BORDERLESS |
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        SDL_WINDOW_MAXIMIZED |
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        SDL_WINDOW_INPUT_GRABBED;
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    /* HACK from DLudwig: The following line of code prevents
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       SDL_CreateWindow and SDL_UpdateFullscreenMode from trying to resize
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       the window after the call to WINRT_CreateWindow returns.
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       This hack should allow a window to be created in virtually any size,
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       and more importantly, it allows a window's framebuffer, as created and
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       retrieved via SDL_GetWindowSurface, to be in any size.  This can be
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       utilized by apps centered around software rendering, such as ports
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       of older apps.  The app can have SDL create a framebuffer in any size
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       it chooses.  SDL will scale the framebuffer to the native
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       screen size on the GPU (via SDL_UpdateWindowSurface).
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    */
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    _this->displays[0].fullscreen_window = window;
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    /* Further prevent any display resizing, and make sure SDL_GetWindowDisplayMode
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       can report the correct size of windows, by creating a new display
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       mode in the requested size.  To note, if the window is being created in
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       the device's native screen size, SDL_AddDisplayMode will do nothing.
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    */
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    window->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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    window->fullscreen_mode.w = window->w;
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    window->fullscreen_mode.h = window->h;
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    SDL_AddDisplayMode(&_this->displays[0], &window->fullscreen_mode);
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    /* TODO: Consider removing custom display modes in WINRT_DestroyWindow. */
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    /* Make sure the WinRT app's IFramworkView can post events on
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       behalf of SDL:
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    */
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    SDL_WinRTGlobalApp->SetSDLWindowData(data);
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    /* For now, create a Direct3D 11 renderer up-front.  Eventually, this
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       won't be done in WINRT_CreateWindow, although it may get done in
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       SDL_WINRT_CreateWindowFramebuffer.
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    */
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    // Link SDL_winrtrenderer to the SDL_Renderer temporarily,
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    // for refactoring purposes.  Initialize the SDL_Renderer
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    // first in order to give it the opportunity to create key
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    // resources first.
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    //
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    // TODO, WinRT: either make WINRT_CreateWindow not call SDL_CreateRenderer, or have it do error checking if it does call it
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    SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
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    SDL_WinRTGlobalApp->m_renderer->m_sdlRenderer = renderer;
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    SDL_WinRTGlobalApp->m_renderer->m_sdlRendererData = (D3D11_RenderData *) renderer->driverdata;
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    SDL_WinRTGlobalApp->m_renderer->Initialize(CoreWindow::GetForCurrentThread());
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    /* All done! */
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    return 0;
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}
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void
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WINRT_DestroyWindow(_THIS, SDL_Window * window)
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{
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    if (SDL_WinRTGlobalApp->HasSDLWindowData() &&
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        SDL_WinRTGlobalApp->GetSDLWindowData()->sdlWindow == window)
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    {
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        SDL_WinRTGlobalApp->SetSDLWindowData(NULL);
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    }
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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/* vi: set ts=4 sw=4 expandtab: */