winrt: Removed WinRT/Windows Phone/UWP support.

Fixes #10724.
This commit is contained in:
Ryan C. Gordon
2024-09-05 23:36:16 -04:00
parent 6d7c211faf
commit 154452a726
126 changed files with 150 additions and 9582 deletions

View File

@@ -48,20 +48,6 @@
*/
#define SDL_MAIN_AVAILABLE
#elif defined(SDL_PLATFORM_WINRT)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Ideally, #include'ing SDL_main.h is enough to get a main() function working.
However, that requires the source file your main() is in to be compiled
as C++ *and* with the /ZW compiler flag. If that's not feasible, add an
otherwise empty .cpp file that only contains `#include <SDL3/SDL_main.h>`
and build that with /ZW (still include SDL_main.h in your other file with main()!).
In XAML apps, instead the function SDL_RunApp() must be called with a pointer
to the Direct3D-hosted XAML control passed in as the "reserved" argument.
*/
#define SDL_MAIN_NEEDED
#elif defined(SDL_PLATFORM_GDK)
/* On GDK, SDL provides a main function that initializes the game runtime.
@@ -591,7 +577,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
/* platforms which main (-equivalent) can be implemented in plain C */
#include <SDL3/SDL_main_impl.h>
#elif defined(SDL_PLATFORM_WINRT) /* C++ platforms */
#elif 0 /* C++ platforms (currently none, this used to be here for WinRT, but is left for future platforms that might arrive. */
#ifdef __cplusplus
#include <SDL3/SDL_main_impl.h>
#else
@@ -605,7 +591,7 @@ extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void);
#endif /* __GNUC__ */
#endif /* __cplusplus */
#endif /* C++ platforms like SDL_PLATFORM_WINRT etc */
#endif /* C++ platforms */
#endif
#endif /* SDL_main_h_ */