mirror of https://github.com/libsdl-org/SDL.git
Fix UWP build in non-UNICODE mode
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parent
5ab1151508
commit
11c0dfbdfe
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@ -145,7 +145,7 @@ SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
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void SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher ^ sender, DeviceInformation ^ info)
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{
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SDL_assert(sender == this->watcher);
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char *utf8dev = WIN_StringToUTF8(info->Name->Data());
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char *utf8dev = WIN_StringToUTF8W(info->Name->Data());
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if (utf8dev) {
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WAVEFORMATEXTENSIBLE fmt;
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Platform::Object ^ obj = info->Properties->Lookup(SDL_PKEY_AudioEngine_DeviceFormat);
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@ -250,7 +250,7 @@ WASAPI doesn't need this. This is just for DirectSound/WinMM.
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char *WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
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{
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#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
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return WIN_StringToUTF8(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */
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return WIN_StringToUTF8W(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */
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#else
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static const GUID nullguid = { 0 };
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const unsigned char *ptr;
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@ -115,7 +115,7 @@ SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType)
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return NULL;
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}
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char *utf8Path = WIN_StringToUTF8(ucs2Path);
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char *utf8Path = WIN_StringToUTF8W(ucs2Path);
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utf8Paths[pathType] = utf8Path;
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SDL_free(utf8Path);
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return utf8Paths[pathType].c_str();
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@ -181,13 +181,13 @@ SDL_GetPrefPath(const char *org, const char *app)
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}
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SDL_wcslcpy(path, srcPath, SDL_arraysize(path));
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worg = WIN_UTF8ToString(org);
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worg = WIN_UTF8ToStringW(org);
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if (!worg) {
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SDL_OutOfMemory();
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return NULL;
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}
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wapp = WIN_UTF8ToString(app);
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wapp = WIN_UTF8ToStringW(app);
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if (!wapp) {
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SDL_free(worg);
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SDL_OutOfMemory();
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@ -232,7 +232,7 @@ SDL_GetPrefPath(const char *org, const char *app)
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SDL_wcslcat(path, L"\\", new_wpath_len + 1);
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retval = WIN_StringToUTF8(path);
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retval = WIN_StringToUTF8W(path);
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return retval;
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}
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@ -32,23 +32,23 @@
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void *SDL_LoadObject(const char *sofile)
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{
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void *handle;
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LPTSTR tstr;
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LPWSTR wstr;
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if (!sofile) {
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SDL_InvalidParamError("sofile");
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return NULL;
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}
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tstr = WIN_UTF8ToString(sofile);
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wstr = WIN_UTF8ToStringW(sofile);
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#ifdef __WINRT__
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/* WinRT only publicly supports LoadPackagedLibrary() for loading .dll
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files. LoadLibrary() is a private API, and not available for apps
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(that can be published to MS' Windows Store.)
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*/
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handle = (void *)LoadPackagedLibrary(tstr, 0);
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handle = (void *)LoadPackagedLibrary(wstr, 0);
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#else
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handle = (void *)LoadLibrary(tstr);
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handle = (void *)LoadLibraryW(wstr);
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#endif
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SDL_free(tstr);
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SDL_free(wstr);
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/* Generate an error message if all loads failed */
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if (!handle) {
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@ -35,7 +35,7 @@ using namespace Windows::Foundation;
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using namespace Windows::UI::Popups;
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static String ^ WINRT_UTF8ToPlatformString(const char *str) {
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wchar_t *wstr = WIN_UTF8ToString(str);
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wchar_t *wstr = WIN_UTF8ToStringW(str);
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String ^ rtstr = ref new String(wstr);
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SDL_free(wstr);
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return rtstr;
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@ -321,7 +321,7 @@ static int WINRT_AddDisplaysForOutput(_THIS, IDXGIAdapter1 *dxgiAdapter1, int ou
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr);
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goto done;
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} else {
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displayName = WIN_StringToUTF8(dxgiOutputDesc.DeviceName);
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displayName = WIN_StringToUTF8W(dxgiOutputDesc.DeviceName);
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display.name = displayName;
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WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode);
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display.current_mode = display.desktop_mode;
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