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WinRT: made all WinRT-related TODO comments use the same prefix, "TOD…
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…O, WinRT"
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DavidLudwig committed Aug 27, 2013
1 parent 17ca1d0 commit 86ea4c4
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Showing 2 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion src/core/winrt/SDL_winrtapp.cpp
Expand Up @@ -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);
}
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6 changes: 3 additions & 3 deletions src/render/direct3d11/SDL_render_d3d11.cpp
Expand Up @@ -247,7 +247,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & 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);
}
Expand Down Expand Up @@ -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)
{
Expand Down Expand Up @@ -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));
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