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Find different ifdef for Windows Phone
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@ -95,7 +95,7 @@ static INLINE void retro_sleep(unsigned msec)
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SDL_Delay(msec);
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#elif defined(_3DS)
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svcSleepThread(1000000 * (s64)msec);
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#elif defined(__WINRT__) || (_MSC_VER && _MSC_VER <= 1800)
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#elif defined(__WINRT__) || defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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/* TODO/FIXME */
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#elif defined(_WIN32)
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Sleep(msec);
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@ -36,9 +36,7 @@ using namespace Windows::UI::Input;
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using namespace Windows::UI::ViewManagement;
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using namespace Windows::Devices::Input;
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using namespace Windows::System;
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#if _MSC_VER >= 1800
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using namespace Windows::System::Profile;
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#endif
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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@ -266,7 +264,6 @@ void App::SetWindow(CoreWindow^ window)
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window->PointerWheelChanged +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &App::OnPointer);
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#if _MSC_VER >= 1800
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DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
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currentDisplayInformation->DpiChanged +=
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@ -280,7 +277,6 @@ void App::SetWindow(CoreWindow^ window)
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Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->BackRequested +=
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ref new EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(this, &App::OnBackRequested);
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#endif
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}
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// Initializes scene resources, or loads a previously saved app state.
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@ -370,13 +366,11 @@ void App::OnResuming(Platform::Object^ sender, Platform::Object^ args)
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// does not occur if the app was previously terminated.
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}
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#if _MSC_VER >= 1800
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void App::OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
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{
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/* Prevent the B controller button on Xbox One from quitting the app */
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args->Handled = true;
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}
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#endif
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// Window event handlers.
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@ -452,7 +446,6 @@ void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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// DisplayInformation event handlers.
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#if _MSC_VER >= 1800
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void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
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{
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m_windowResized = true;
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@ -467,7 +460,6 @@ void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
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{
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// Probably can be ignored?
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}
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#endif
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// Taken from DirectX UWP samples - on Xbox, everything is scaled 200% so getting the DPI calculation correct is crucial
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static inline float ConvertDipsToPixels(float dips, float dpi)
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@ -488,7 +480,6 @@ extern "C" {
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{
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if (App::GetInstance()->IsInitialized())
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{
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#if _MSC_VER >= 1800
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if (fullscreen != ApplicationView::GetForCurrentView()->IsFullScreenMode)
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{
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if (fullscreen)
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@ -496,7 +487,6 @@ extern "C" {
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else
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ApplicationView::GetForCurrentView()->ExitFullScreenMode();
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}
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#endif
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ApplicationView::GetForCurrentView()->TryResizeView(Size(width, height));
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}
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else
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@ -38,9 +38,7 @@ namespace RetroArchUWP
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void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
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void OnResuming(Platform::Object^ sender, Platform::Object^ args);
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#if _MSC_VER >= 1800
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void OnBackRequested(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
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#endif
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// Window event handlers.
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void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
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@ -51,11 +49,9 @@ namespace RetroArchUWP
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void OnPointer(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
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// DisplayInformation event handlers.
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#if _MSC_VER >= 1800
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void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
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void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
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void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
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#endif
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public:
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bool IsInitialized() { return m_initialized; }
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