Commit 350ca0f908b5ec450a13e54e9158d35622ffc6f7

Ryan C. Gordon 2021-08-03T04:57:53

winrt: Don't register orientation hint callback in startup code. SDL_AddHintCallback() uses SDL_malloc(), which means this would run before main(), so the app wouldn't be able to supply its own replacement SDL_malloc() implementation in time. This code was moved to under SDL_Init. Since the hint callback already makes efforts to not override the app manifest's orientation settings, this is safe to move until after pre-main() startup. Fixes #4449.

diff --git a/src/core/winrt/SDL_winrtapp_direct3d.cpp b/src/core/winrt/SDL_winrtapp_direct3d.cpp
index 9c115c6..4ed6f36 100644
--- a/src/core/winrt/SDL_winrtapp_direct3d.cpp
+++ b/src/core/winrt/SDL_winrtapp_direct3d.cpp
@@ -119,68 +119,6 @@ int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
     return 0;
 }
 
-static void SDLCALL
-WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
-{
-    SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
-
-    /* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
-     * from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
-     * is getting registered.
-     *
-     * TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
-     */
-    if ((oldValue == NULL) && (newValue == NULL)) {
-        return;
-    }
-
-    // Start with no orientation flags, then add each in as they're parsed
-    // from newValue.
-    unsigned int orientationFlags = 0;
-    if (newValue) {
-        std::istringstream tokenizer(newValue);
-        while (!tokenizer.eof()) {
-            std::string orientationName;
-            std::getline(tokenizer, orientationName, ' ');
-            if (orientationName == "LandscapeLeft") {
-                orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
-            } else if (orientationName == "LandscapeRight") {
-                orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
-            } else if (orientationName == "Portrait") {
-                orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
-            } else if (orientationName == "PortraitUpsideDown") {
-                orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
-            }
-        }
-    }
-
-    // If no valid orientation flags were specified, use a reasonable set of defaults:
-    if (!orientationFlags) {
-        // TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
-        orientationFlags = (unsigned int) ( \
-            DisplayOrientations::Landscape |
-            DisplayOrientations::LandscapeFlipped |
-            DisplayOrientations::Portrait |
-            DisplayOrientations::PortraitFlipped);
-    }
-
-    // Set the orientation/rotation preferences.  Please note that this does
-    // not constitute a 100%-certain lock of a given set of possible
-    // orientations.  According to Microsoft's documentation on WinRT [1]
-    // when a device is not capable of being rotated, Windows may ignore
-    // the orientation preferences, and stick to what the device is capable of
-    // displaying.
-    //
-    // [1] Documentation on the 'InitialRotationPreference' setting for a
-    // Windows app's manifest file describes how some orientation/rotation
-    // preferences may be ignored.  See
-    // http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
-    // for details.  Microsoft's "Display orientation sample" also gives an
-    // outline of how Windows treats device rotation
-    // (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
-    WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
-}
-
 static void
 WINRT_ProcessWindowSizeChange() // TODO: Pass an SDL_Window-identifying thing into WINRT_ProcessWindowSizeChange()
 {
@@ -397,10 +335,6 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
         ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
 #endif
 
-    // Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
-    // 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_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
-
 #if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)  // for Windows 8/8.1/RT apps... (and not Phone apps)
     // Make sure we know when a user has opened the app's settings pane.
     // This is needed in order to display a privacy policy, which needs
diff --git a/src/video/winrt/SDL_winrtvideo.cpp b/src/video/winrt/SDL_winrtvideo.cpp
index 019f4b6..90a3ab4 100644
--- a/src/video/winrt/SDL_winrtvideo.cpp
+++ b/src/video/winrt/SDL_winrtvideo.cpp
@@ -28,6 +28,12 @@
    was based off of SDL's "dummy" video driver.
  */
 
+/* Standard C++11 includes */
+#include <functional>
+#include <string>
+#include <sstream>
+using namespace std;
+
 /* Windows includes */
 #include <agile.h>
 #include <windows.graphics.display.h>
@@ -67,6 +73,7 @@ extern "C" {
 #include "SDL_winrtmouse_c.h"
 #include "SDL_main.h"
 #include "SDL_system.h"
+#include "SDL_hints.h"
 
 
 /* Initialization/Query functions */
@@ -171,6 +178,68 @@ VideoBootStrap WINRT_bootstrap = {
     WINRT_CreateDevice
 };
 
+static void SDLCALL
+WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
+{
+    SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
+
+    /* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
+     * from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
+     * is getting registered.
+     *
+     * TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
+     */
+    if ((oldValue == NULL) && (newValue == NULL)) {
+        return;
+    }
+
+    // Start with no orientation flags, then add each in as they're parsed
+    // from newValue.
+    unsigned int orientationFlags = 0;
+    if (newValue) {
+        std::istringstream tokenizer(newValue);
+        while (!tokenizer.eof()) {
+            std::string orientationName;
+            std::getline(tokenizer, orientationName, ' ');
+            if (orientationName == "LandscapeLeft") {
+                orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
+            } else if (orientationName == "LandscapeRight") {
+                orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
+            } else if (orientationName == "Portrait") {
+                orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
+            } else if (orientationName == "PortraitUpsideDown") {
+                orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
+            }
+        }
+    }
+
+    // If no valid orientation flags were specified, use a reasonable set of defaults:
+    if (!orientationFlags) {
+        // TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
+        orientationFlags = (unsigned int) ( \
+            DisplayOrientations::Landscape |
+            DisplayOrientations::LandscapeFlipped |
+            DisplayOrientations::Portrait |
+            DisplayOrientations::PortraitFlipped);
+    }
+
+    // Set the orientation/rotation preferences.  Please note that this does
+    // not constitute a 100%-certain lock of a given set of possible
+    // orientations.  According to Microsoft's documentation on WinRT [1]
+    // when a device is not capable of being rotated, Windows may ignore
+    // the orientation preferences, and stick to what the device is capable of
+    // displaying.
+    //
+    // [1] Documentation on the 'InitialRotationPreference' setting for a
+    // Windows app's manifest file describes how some orientation/rotation
+    // preferences may be ignored.  See
+    // http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
+    // for details.  Microsoft's "Display orientation sample" also gives an
+    // outline of how Windows treats device rotation
+    // (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
+    WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
+}
+
 int
 WINRT_VideoInit(_THIS)
 {
@@ -178,6 +247,11 @@ WINRT_VideoInit(_THIS)
     if (WINRT_InitModes(_this) < 0) {
         return -1;
     }
+
+    // Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
+    // 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_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
+
     WINRT_InitMouse(_this);
     WINRT_InitTouch(_this);
     WINRT_InitGameBar(_this);