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winrt: Don't register orientation hint callback in startup code.
SDL_AddHintCallback() uses SDL_malloc(), which means this would run before main(), so the app wouldn't be able to supply its own replacement SDL_malloc() implementation in time. This code was moved to under SDL_Init. Since the hint callback already makes efforts to not override the app manifest's orientation settings, this is safe to move until after pre-main() startup. Fixes #4449.
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@ -119,68 +119,6 @@ int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
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return 0;
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}
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static void SDLCALL
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WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
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{
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SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
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/* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
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* from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
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* is getting registered.
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*
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* TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
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*/
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if ((oldValue == NULL) && (newValue == NULL)) {
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return;
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}
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// Start with no orientation flags, then add each in as they're parsed
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// from newValue.
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unsigned int orientationFlags = 0;
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if (newValue) {
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std::istringstream tokenizer(newValue);
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while (!tokenizer.eof()) {
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std::string orientationName;
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std::getline(tokenizer, orientationName, ' ');
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if (orientationName == "LandscapeLeft") {
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orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
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} else if (orientationName == "LandscapeRight") {
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orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
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} else if (orientationName == "Portrait") {
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orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
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} else if (orientationName == "PortraitUpsideDown") {
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orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
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}
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}
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}
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// If no valid orientation flags were specified, use a reasonable set of defaults:
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if (!orientationFlags) {
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// TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
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orientationFlags = (unsigned int) ( \
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DisplayOrientations::Landscape |
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DisplayOrientations::LandscapeFlipped |
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DisplayOrientations::Portrait |
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DisplayOrientations::PortraitFlipped);
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}
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// Set the orientation/rotation preferences. Please note that this does
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// not constitute a 100%-certain lock of a given set of possible
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// orientations. According to Microsoft's documentation on WinRT [1]
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// when a device is not capable of being rotated, Windows may ignore
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// the orientation preferences, and stick to what the device is capable of
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// displaying.
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//
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// [1] Documentation on the 'InitialRotationPreference' setting for a
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// Windows app's manifest file describes how some orientation/rotation
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// preferences may be ignored. See
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// http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
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// for details. Microsoft's "Display orientation sample" also gives an
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// outline of how Windows treats device rotation
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// (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
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}
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static void
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WINRT_ProcessWindowSizeChange() // TODO: Pass an SDL_Window-identifying thing into WINRT_ProcessWindowSizeChange()
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{
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@ -397,10 +335,6 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
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ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
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#endif
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// Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
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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_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
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#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // for Windows 8/8.1/RT apps... (and not Phone apps)
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// Make sure we know when a user has opened the app's settings pane.
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// This is needed in order to display a privacy policy, which needs
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@ -28,6 +28,12 @@
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was based off of SDL's "dummy" video driver.
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*/
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/* Standard C++11 includes */
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#include <functional>
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#include <string>
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#include <sstream>
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using namespace std;
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/* Windows includes */
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#include <agile.h>
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#include <windows.graphics.display.h>
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@ -67,6 +73,7 @@ extern "C" {
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#include "SDL_winrtmouse_c.h"
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#include "SDL_main.h"
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#include "SDL_system.h"
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#include "SDL_hints.h"
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/* Initialization/Query functions */
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@ -171,6 +178,68 @@ VideoBootStrap WINRT_bootstrap = {
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WINRT_CreateDevice
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};
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static void SDLCALL
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WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
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{
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SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
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/* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
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* from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
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* is getting registered.
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*
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* TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
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*/
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if ((oldValue == NULL) && (newValue == NULL)) {
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return;
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}
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// Start with no orientation flags, then add each in as they're parsed
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// from newValue.
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unsigned int orientationFlags = 0;
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if (newValue) {
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std::istringstream tokenizer(newValue);
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while (!tokenizer.eof()) {
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std::string orientationName;
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std::getline(tokenizer, orientationName, ' ');
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if (orientationName == "LandscapeLeft") {
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orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
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} else if (orientationName == "LandscapeRight") {
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orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
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} else if (orientationName == "Portrait") {
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orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
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} else if (orientationName == "PortraitUpsideDown") {
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orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
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}
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}
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}
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// If no valid orientation flags were specified, use a reasonable set of defaults:
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if (!orientationFlags) {
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// TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
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orientationFlags = (unsigned int) ( \
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DisplayOrientations::Landscape |
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DisplayOrientations::LandscapeFlipped |
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DisplayOrientations::Portrait |
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DisplayOrientations::PortraitFlipped);
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}
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// Set the orientation/rotation preferences. Please note that this does
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// not constitute a 100%-certain lock of a given set of possible
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// orientations. According to Microsoft's documentation on WinRT [1]
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// when a device is not capable of being rotated, Windows may ignore
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// the orientation preferences, and stick to what the device is capable of
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// displaying.
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//
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// [1] Documentation on the 'InitialRotationPreference' setting for a
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// Windows app's manifest file describes how some orientation/rotation
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// preferences may be ignored. See
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// http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
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// for details. Microsoft's "Display orientation sample" also gives an
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// outline of how Windows treats device rotation
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// (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
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}
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int
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WINRT_VideoInit(_THIS)
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{
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@ -178,6 +247,11 @@ WINRT_VideoInit(_THIS)
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if (WINRT_InitModes(_this) < 0) {
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return -1;
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}
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// Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
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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_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
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WINRT_InitMouse(_this);
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WINRT_InitTouch(_this);
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WINRT_InitGameBar(_this);
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