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WinRT: removed more hack-code that attempted to help have non-standard window sizes
"Non-standard" is defined here as any window size that differs from that provided by WinRT's CoreWindow.
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@ -290,8 +290,8 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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if (m_sdlWindowData) {
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if (m_sdlWindowData) {
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// Make the new window size be the one true fullscreen mode.
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// Make the new window size be the one true fullscreen mode.
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// This change was done, in part, to allow the Direct3D 11.1 renderer
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// This change was initially done, in part, to allow the Direct3D 11.1
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// to receive window-resize events as a device rotates.
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// renderer to receive window-resize events as a device rotates.
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// Before, rotating a device from landscape, to portrait, and then
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// Before, rotating a device from landscape, to portrait, and then
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// back to landscape would cause the Direct3D 11.1 swap buffer to
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// back to landscape would cause the Direct3D 11.1 swap buffer to
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// not get resized appropriately. SDL would, on the rotation from
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// not get resized appropriately. SDL would, on the rotation from
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@ -305,8 +305,6 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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m_sdlVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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m_sdlVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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m_sdlVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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m_sdlVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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m_sdlWindowData->sdlWindow->fullscreen_mode = resizedDisplayMode;
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// Send the window-resize event to the rest of SDL, and to apps:
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// Send the window-resize event to the rest of SDL, and to apps:
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const int windowWidth = (int) ceil(args->Size.Width);
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const int windowWidth = (int) ceil(args->Size.Width);
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const int windowHeight = (int) ceil(args->Size.Height);
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const int windowHeight = (int) ceil(args->Size.Height);
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