Files
SDL/src/render/direct3d11/SDL_render_winrt.cpp
Sam Lantinga 63724c113b Removed the vi format comments from the source
Vim users can use the [editorconfig plugin](https://github.com/editorconfig/editorconfig-vim) to automatically set tab spacing for the SDL coding style.

Fixes https://github.com/libsdl-org/SDL/issues/6903
2022-12-26 11:17:23 -08:00

116 lines
3.5 KiB
C++

/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
extern "C" {
#include "../SDL_sysrender.h"
}
#include <windows.ui.core.h>
#include <windows.graphics.display.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#include <DXGI.h>
#define SDL_ENABLE_SYSWM_WINRT
#include <SDL3/SDL_syswm.h>
#include "SDL_render_winrt.h"
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer *renderer)
{
SDL_Window *sdlWindow = renderer->window;
if (renderer->window == NULL) {
return NULL;
}
SDL_SysWMinfo sdlWindowInfo;
if (SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo, SDL_SYSWM_CURRENT_VERSION) < 0 ||
sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
SDL_SetError("Couldn't get window handle");
return NULL;
}
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
return NULL;
}
if (!sdlWindowInfo.info.winrt.window) {
return NULL;
}
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
return NULL;
}
IUnknown *coreWindowAsIUnknown = NULL;
coreWindow->QueryInterface(&coreWindowAsIUnknown);
coreWindow->Release();
return coreWindowAsIUnknown;
}
extern "C" DXGI_MODE_ROTATION
D3D11_GetCurrentRotation()
{
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
switch (currentOrientation) {
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* Windows Phone rotations */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_ROTATE90;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
#else
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
case DisplayOrientations::Landscape:
return DXGI_MODE_ROTATION_IDENTITY;
case DisplayOrientations::Portrait:
return DXGI_MODE_ROTATION_ROTATE270;
case DisplayOrientations::LandscapeFlipped:
return DXGI_MODE_ROTATION_ROTATE180;
case DisplayOrientations::PortraitFlipped:
return DXGI_MODE_ROTATION_ROTATE90;
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
}
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */