WinRT: made all WinRT-related TODO comments use the same prefix, "TODO, WinRT"
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diff --git a/src/core/winrt/SDL_winrtapp.cpp b/src/core/winrt/SDL_winrtapp.cpp
index 70937e3..ef800f6 100644
--- a/src/core/winrt/SDL_winrtapp.cpp
+++ b/src/core/winrt/SDL_winrtapp.cpp
@@ -169,7 +169,7 @@ void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
// done before the hint's callback is registered (as of Feb 22, 2013),
// otherwise the hint callback won't get registered.
//
- // WinRT, TODO: 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.
+ // 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.
//SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback)
SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
}
diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp
index fd6e034..c7d6334 100644
--- a/src/render/direct3d11/SDL_render_d3d11.cpp
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp
@@ -247,7 +247,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
fileName += L"\\";
#endif
- // WinRT, TODO: test Direct3D 11.1 shader loading on Win32
+ // TODO, WinRT: test Direct3D 11.1 shader loading on Win32
fileName += shaderName;
return D3D11_ReadFileContents(fileName, out);
}
@@ -609,7 +609,7 @@ D3D11_ConvertDipsToPixels(float dips)
#endif
// Initialize all resources that change when the window's size changes.
-// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
+// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
HRESULT
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
@@ -1230,7 +1230,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
orientationAlignedViewport.w = (float) renderer->viewport.w;
orientationAlignedViewport.h = (float) renderer->viewport.h;
}
- // WinRT, TODO: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
+ // TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
D3D11_VIEWPORT viewport;
memset(&viewport, 0, sizeof(viewport));