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removed WinRT support.
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@@ -41,7 +41,7 @@ static LARGE_INTEGER ticks_per_second;
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static void
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SDL_SetSystemTimerResolution(const UINT uPeriod)
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{
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#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
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#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
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static UINT timer_period = 0;
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if (uPeriod != timer_period) {
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@@ -146,31 +146,11 @@ SDL_GetPerformanceFrequency(void)
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void
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SDL_Delay(Uint32 ms)
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{
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/* Sleep() is not publicly available to apps in early versions of WinRT.
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*
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* Visual C++ 2013 Update 4 re-introduced Sleep() for Windows 8.1 and
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* Windows Phone 8.1.
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*
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* Use the compiler version to determine availability.
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*
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* NOTE #1: _MSC_FULL_VER == 180030723 for Visual C++ 2013 Update 3.
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* NOTE #2: Visual C++ 2013, when compiling for Windows 8.0 and
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* Windows Phone 8.0, uses the Visual C++ 2012 compiler to build
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* apps and libraries.
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*/
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#if defined(__WINRT__) && defined(_MSC_FULL_VER) && (_MSC_FULL_VER <= 180030723)
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static HANDLE mutex = 0;
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if (!mutex) {
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mutex = CreateEventEx(0, 0, 0, EVENT_ALL_ACCESS);
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}
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WaitForSingleObjectEx(mutex, ms, FALSE);
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#else
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if (!ticks_started) {
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SDL_TicksInit();
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}
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Sleep(ms);
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#endif
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}
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#endif /* SDL_TIMER_WINDOWS */
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