early-access version 1611
This commit is contained in:
67
externals/SDL/src/core/winrt/SDL_winrtapp_common.cpp
vendored
Executable file
67
externals/SDL/src/core/winrt/SDL_winrtapp_common.cpp
vendored
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@@ -0,0 +1,67 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "../../SDL_internal.h"
|
||||
|
||||
#include "SDL_main.h"
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#include "SDL_system.h"
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#include "SDL_winrtapp_direct3d.h"
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#include "SDL_winrtapp_xaml.h"
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#include <wrl.h>
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int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
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extern "C" DECLSPEC int
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||||
SDL_WinRTRunApp(SDL_main_func mainFunction, void * xamlBackgroundPanel)
|
||||
{
|
||||
if (xamlBackgroundPanel) {
|
||||
return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
|
||||
} else {
|
||||
if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
|
||||
return 1;
|
||||
}
|
||||
return SDL_WinRTInitNonXAMLApp(mainFunction);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern "C" DECLSPEC SDL_WinRT_DeviceFamily
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||||
SDL_WinRTGetDeviceFamily()
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||||
{
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10 /* !!! FIXME: I have no idea if this is the right test. This is a UWP API, I think. Older windows should...just return "mobile"? I don't know. --ryan. */
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Platform::String^ deviceFamily = Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily;
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||||
|
||||
if (deviceFamily->Equals("Windows.Desktop"))
|
||||
{
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||||
return SDL_WINRT_DEVICEFAMILY_DESKTOP;
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||||
}
|
||||
else if (deviceFamily->Equals("Windows.Mobile"))
|
||||
{
|
||||
return SDL_WINRT_DEVICEFAMILY_MOBILE;
|
||||
}
|
||||
else if (deviceFamily->Equals("Windows.Xbox"))
|
||||
{
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||||
return SDL_WINRT_DEVICEFAMILY_XBOX;
|
||||
}
|
||||
#endif
|
||||
|
||||
return SDL_WINRT_DEVICEFAMILY_UNKNOWN;
|
||||
}
|
31
externals/SDL/src/core/winrt/SDL_winrtapp_common.h
vendored
Executable file
31
externals/SDL/src/core/winrt/SDL_winrtapp_common.h
vendored
Executable file
@@ -0,0 +1,31 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
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#include "SDL_config.h"
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|
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#ifndef SDL_winrtapp_common_h_
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#define SDL_winrtapp_common_h_
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||||
|
||||
/* A pointer to the app's C-style main() function (which is a different
|
||||
function than the WinRT app's actual entry point).
|
||||
*/
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||||
extern int (*WINRT_SDLAppEntryPoint)(int, char **);
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|
||||
#endif // SDL_winrtapp_common_h_
|
855
externals/SDL/src/core/winrt/SDL_winrtapp_direct3d.cpp
vendored
Executable file
855
externals/SDL/src/core/winrt/SDL_winrtapp_direct3d.cpp
vendored
Executable file
@@ -0,0 +1,855 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "../../SDL_internal.h"
|
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|
||||
/* Standard C++11 includes */
|
||||
#include <functional>
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||||
#include <string>
|
||||
#include <sstream>
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using namespace std;
|
||||
|
||||
|
||||
/* Windows includes */
|
||||
#include "ppltasks.h"
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||||
using namespace concurrency;
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||||
using namespace Windows::ApplicationModel;
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||||
using namespace Windows::ApplicationModel::Core;
|
||||
using namespace Windows::ApplicationModel::Activation;
|
||||
using namespace Windows::Devices::Input;
|
||||
using namespace Windows::Graphics::Display;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::System;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::Input;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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||||
using namespace Windows::Phone::UI::Input;
|
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#endif
|
||||
|
||||
|
||||
/* SDL includes */
|
||||
extern "C" {
|
||||
#include "SDL_assert.h"
|
||||
#include "SDL_events.h"
|
||||
#include "SDL_hints.h"
|
||||
#include "SDL_log.h"
|
||||
#include "SDL_main.h"
|
||||
#include "SDL_stdinc.h"
|
||||
#include "SDL_render.h"
|
||||
#include "../../video/SDL_sysvideo.h"
|
||||
//#include "../../SDL_hints_c.h"
|
||||
#include "../../events/SDL_events_c.h"
|
||||
#include "../../events/SDL_keyboard_c.h"
|
||||
#include "../../events/SDL_mouse_c.h"
|
||||
#include "../../events/SDL_windowevents_c.h"
|
||||
#include "../../render/SDL_sysrender.h"
|
||||
#include "../windows/SDL_windows.h"
|
||||
}
|
||||
|
||||
#include "../../video/winrt/SDL_winrtevents_c.h"
|
||||
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_winrtapp_common.h"
|
||||
#include "SDL_winrtapp_direct3d.h"
|
||||
|
||||
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
||||
/* Calling IDXGIDevice3::Trim on the active Direct3D 11.x device is necessary
|
||||
* when Windows 8.1 apps are about to get suspended.
|
||||
*/
|
||||
extern "C" void D3D11_Trim(SDL_Renderer *);
|
||||
#endif
|
||||
|
||||
|
||||
// Compile-time debugging options:
|
||||
// To enable, uncomment; to disable, comment them out.
|
||||
//#define LOG_POINTER_EVENTS 1
|
||||
//#define LOG_WINDOW_EVENTS 1
|
||||
//#define LOG_ORIENTATION_EVENTS 1
|
||||
|
||||
|
||||
// HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
|
||||
// SDL/WinRT will use this throughout its code.
|
||||
//
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||||
// TODO, WinRT: consider replacing SDL_WinRTGlobalApp with something
|
||||
// non-global, such as something created inside
|
||||
// SDL_InitSubSystem(SDL_INIT_VIDEO), or something inside
|
||||
// SDL_CreateWindow().
|
||||
SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr;
|
||||
|
||||
ref class SDLApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
|
||||
};
|
||||
|
||||
IFrameworkView^ SDLApplicationSource::CreateView()
|
||||
{
|
||||
// TODO, WinRT: see if this function (CreateView) can ever get called
|
||||
// more than once. For now, just prevent it from ever assigning
|
||||
// SDL_WinRTGlobalApp more than once.
|
||||
SDL_assert(!SDL_WinRTGlobalApp);
|
||||
SDL_WinRTApp ^ app = ref new SDL_WinRTApp();
|
||||
if (!SDL_WinRTGlobalApp)
|
||||
{
|
||||
SDL_WinRTGlobalApp = app;
|
||||
}
|
||||
return app;
|
||||
}
|
||||
|
||||
int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
|
||||
{
|
||||
WINRT_SDLAppEntryPoint = mainFunction;
|
||||
auto direct3DApplicationSource = ref new SDLApplicationSource();
|
||||
CoreApplication::Run(direct3DApplicationSource);
|
||||
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()
|
||||
{
|
||||
CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread();
|
||||
if (coreWindow) {
|
||||
if (WINRT_GlobalSDLWindow) {
|
||||
SDL_Window * window = WINRT_GlobalSDLWindow;
|
||||
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
||||
|
||||
int x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
|
||||
int y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
|
||||
int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
|
||||
/* WinPhone 8.0 always keeps its native window size in portrait,
|
||||
regardless of orientation. This changes in WinPhone 8.1,
|
||||
in which the native window's size changes along with
|
||||
orientation.
|
||||
|
||||
Attempt to emulate WinPhone 8.1's behavior on WinPhone 8.0, with
|
||||
regards to window size. This fixes a rendering bug that occurs
|
||||
when a WinPhone 8.0 app is rotated to either 90 or 270 degrees.
|
||||
*/
|
||||
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
|
||||
switch (currentOrientation) {
|
||||
case DisplayOrientations::Landscape:
|
||||
case DisplayOrientations::LandscapeFlipped: {
|
||||
int tmp = w;
|
||||
w = h;
|
||||
h = tmp;
|
||||
} break;
|
||||
}
|
||||
#endif
|
||||
|
||||
const Uint32 latestFlags = WINRT_DetectWindowFlags(window);
|
||||
if (latestFlags & SDL_WINDOW_MAXIMIZED) {
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
|
||||
} else {
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
|
||||
}
|
||||
|
||||
WINRT_UpdateWindowFlags(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
|
||||
/* The window can move during a resize event, such as when maximizing
|
||||
or resizing from a corner */
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_WinRTApp::SDL_WinRTApp() :
|
||||
m_windowClosed(false),
|
||||
m_windowVisible(true)
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
|
||||
{
|
||||
applicationView->Activated +=
|
||||
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnAppActivated);
|
||||
|
||||
CoreApplication::Suspending +=
|
||||
ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
|
||||
|
||||
CoreApplication::Resuming +=
|
||||
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
|
||||
|
||||
CoreApplication::Exiting +=
|
||||
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
/* HACK ALERT! Xbox One doesn't seem to detect gamepads unless something
|
||||
gets registered to receive Win10's Windows.Gaming.Input.Gamepad.GamepadAdded
|
||||
events. We'll register an event handler for these events here, to make
|
||||
sure that gamepad detection works later on, if requested.
|
||||
*/
|
||||
Windows::Gaming::Input::Gamepad::GamepadAdded +=
|
||||
ref new Windows::Foundation::EventHandler<Windows::Gaming::Input::Gamepad^>(
|
||||
this, &SDL_WinRTApp::OnGamepadAdded
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
void SDL_WinRTApp::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
|
||||
#else
|
||||
void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
|
||||
#endif
|
||||
{
|
||||
#if LOG_ORIENTATION_EVENTS==1
|
||||
{
|
||||
CoreWindow^ window = CoreWindow::GetForCurrentThread();
|
||||
if (window) {
|
||||
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Bounds={%f,%f,%f,%f}\n",
|
||||
__FUNCTION__,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
||||
window->Bounds.X,
|
||||
window->Bounds.Y,
|
||||
window->Bounds.Width,
|
||||
window->Bounds.Height);
|
||||
} else {
|
||||
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
|
||||
__FUNCTION__,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
WINRT_ProcessWindowSizeChange();
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
// HACK: Make sure that orientation changes
|
||||
// lead to the Direct3D renderer's viewport getting updated:
|
||||
//
|
||||
// For some reason, this doesn't seem to need to be done on Windows 8.x,
|
||||
// even when going from Landscape to LandscapeFlipped. It only seems to
|
||||
// be needed on Windows Phone, at least when I tested on my devices.
|
||||
// I'm not currently sure why this is, but it seems to work fine. -- David L.
|
||||
//
|
||||
// TODO, WinRT: do more extensive research into why orientation changes on Win 8.x don't need D3D changes, or if they might, in some cases
|
||||
SDL_Window * window = WINRT_GlobalSDLWindow;
|
||||
if (window) {
|
||||
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
|
||||
int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SIZE_CHANGED, w, h);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::SetWindow(CoreWindow^ window)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window bounds={%f, %f, %f,%f}\n",
|
||||
__FUNCTION__,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
||||
window->Bounds.X,
|
||||
window->Bounds.Y,
|
||||
window->Bounds.Width,
|
||||
window->Bounds.Height);
|
||||
#endif
|
||||
|
||||
window->SizeChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
|
||||
|
||||
window->VisibilityChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
|
||||
|
||||
window->Activated +=
|
||||
ref new TypedEventHandler<CoreWindow^, WindowActivatedEventArgs^>(this, &SDL_WinRTApp::OnWindowActivated);
|
||||
|
||||
window->Closed +=
|
||||
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
|
||||
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
|
||||
#endif
|
||||
|
||||
window->PointerPressed +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
|
||||
|
||||
window->PointerMoved +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
|
||||
|
||||
window->PointerReleased +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
|
||||
|
||||
window->PointerEntered +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerEntered);
|
||||
|
||||
window->PointerExited +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerExited);
|
||||
|
||||
window->PointerWheelChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
|
||||
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
// Retrieves relative-only mouse movements:
|
||||
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved +=
|
||||
ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &SDL_WinRTApp::OnMouseMoved);
|
||||
#endif
|
||||
|
||||
window->KeyDown +=
|
||||
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
|
||||
|
||||
window->KeyUp +=
|
||||
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
|
||||
|
||||
window->CharacterReceived +=
|
||||
ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->BackRequested +=
|
||||
ref new EventHandler<BackRequestedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
|
||||
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
HardwareButtons::BackPressed +=
|
||||
ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
|
||||
#endif
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
DisplayInformation::GetForCurrentView()->OrientationChanged +=
|
||||
ref new TypedEventHandler<Windows::Graphics::Display::DisplayInformation^, Object^>(this, &SDL_WinRTApp::OnOrientationChanged);
|
||||
#else
|
||||
DisplayProperties::OrientationChanged +=
|
||||
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
|
||||
// to be done for network-enabled apps, as per Windows Store requirements.
|
||||
using namespace Windows::UI::ApplicationSettings;
|
||||
SettingsPane::GetForCurrentView()->CommandsRequested +=
|
||||
ref new TypedEventHandler<SettingsPane^, SettingsPaneCommandsRequestedEventArgs^>
|
||||
(this, &SDL_WinRTApp::OnSettingsPaneCommandsRequested);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Load(Platform::String^ entryPoint)
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Run()
|
||||
{
|
||||
SDL_SetMainReady();
|
||||
if (WINRT_SDLAppEntryPoint)
|
||||
{
|
||||
// TODO, WinRT: pass the C-style main() a reasonably realistic
|
||||
// representation of command line arguments.
|
||||
int argc = 0;
|
||||
char **argv = NULL;
|
||||
WINRT_SDLAppEntryPoint(argc, argv);
|
||||
}
|
||||
}
|
||||
|
||||
static bool IsSDLWindowEventPending(SDL_WindowEventID windowEventID)
|
||||
{
|
||||
SDL_Event events[128];
|
||||
const int count = SDL_PeepEvents(events, sizeof(events)/sizeof(SDL_Event), SDL_PEEKEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT);
|
||||
for (int i = 0; i < count; ++i) {
|
||||
if (events[i].window.event == windowEventID) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SDL_WinRTApp::ShouldWaitForAppResumeEvents()
|
||||
{
|
||||
/* Don't wait if the app is visible: */
|
||||
if (m_windowVisible) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Don't wait until the window-hide events finish processing.
|
||||
* Do note that if an app-suspend event is sent (as indicated
|
||||
* by SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND
|
||||
* events), then this code may be a moot point, as WinRT's
|
||||
* own event pump (aka ProcessEvents()) will pause regardless
|
||||
* of what we do here. This happens on Windows Phone 8, to note.
|
||||
* Windows 8.x apps, on the other hand, may get a chance to run
|
||||
* these.
|
||||
*/
|
||||
if (IsSDLWindowEventPending(SDL_WINDOWEVENT_HIDDEN)) {
|
||||
return false;
|
||||
} else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_FOCUS_LOST)) {
|
||||
return false;
|
||||
} else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_MINIMIZED)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::PumpEvents()
|
||||
{
|
||||
if (!m_windowClosed) {
|
||||
if (!ShouldWaitForAppResumeEvents()) {
|
||||
/* This is the normal way in which events should be pumped.
|
||||
* 'ProcessAllIfPresent' will make ProcessEvents() process anywhere
|
||||
* from zero to N events, and will then return.
|
||||
*/
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
|
||||
} else {
|
||||
/* This style of event-pumping, with 'ProcessOneAndAllPending',
|
||||
* will cause anywhere from one to N events to be processed. If
|
||||
* at least one event is processed, the call will return. If
|
||||
* no events are pending, then the call will wait until one is
|
||||
* available, and will not return (to the caller) until this
|
||||
* happens! This should only occur when the app is hidden.
|
||||
*/
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Uninitialize()
|
||||
{
|
||||
}
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
void SDL_WinRTApp::OnSettingsPaneCommandsRequested(
|
||||
Windows::UI::ApplicationSettings::SettingsPane ^p,
|
||||
Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args)
|
||||
{
|
||||
using namespace Platform;
|
||||
using namespace Windows::UI::ApplicationSettings;
|
||||
using namespace Windows::UI::Popups;
|
||||
|
||||
String ^privacyPolicyURL = nullptr; // a URL to an app's Privacy Policy
|
||||
String ^privacyPolicyLabel = nullptr; // label/link text
|
||||
const char *tmpHintValue = NULL; // SDL_GetHint-retrieved value, used immediately
|
||||
wchar_t *tmpStr = NULL; // used for UTF8 to UCS2 conversion
|
||||
|
||||
// Setup a 'Privacy Policy' link, if one is available (via SDL_GetHint):
|
||||
tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_URL);
|
||||
if (tmpHintValue && tmpHintValue[0] != '\0') {
|
||||
// Convert the privacy policy's URL to UCS2:
|
||||
tmpStr = WIN_UTF8ToString(tmpHintValue);
|
||||
privacyPolicyURL = ref new String(tmpStr);
|
||||
SDL_free(tmpStr);
|
||||
|
||||
// Optionally retrieve custom label-text for the link. If this isn't
|
||||
// available, a default value will be used instead.
|
||||
tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_LABEL);
|
||||
if (tmpHintValue && tmpHintValue[0] != '\0') {
|
||||
tmpStr = WIN_UTF8ToString(tmpHintValue);
|
||||
privacyPolicyLabel = ref new String(tmpStr);
|
||||
SDL_free(tmpStr);
|
||||
} else {
|
||||
privacyPolicyLabel = ref new String(L"Privacy Policy");
|
||||
}
|
||||
|
||||
// Register the link, along with a handler to be called if and when it is
|
||||
// clicked:
|
||||
auto cmd = ref new SettingsCommand(L"privacyPolicy", privacyPolicyLabel,
|
||||
ref new UICommandInvokedHandler([=](IUICommand ^) {
|
||||
Windows::System::Launcher::LaunchUriAsync(ref new Uri(privacyPolicyURL));
|
||||
}));
|
||||
args->Request->ApplicationCommands->Append(cmd);
|
||||
}
|
||||
}
|
||||
#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
|
||||
void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, size={%f,%f}, bounds={%f,%f,%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
|
||||
__FUNCTION__,
|
||||
args->Size.Width, args->Size.Height,
|
||||
sender->Bounds.X, sender->Bounds.Y, sender->Bounds.Width, sender->Bounds.Height,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
||||
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessWindowSizeChange();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, visible?=%s, bounds={%f,%f,%f,%f}, WINRT_GlobalSDLWindow?=%s\n",
|
||||
__FUNCTION__,
|
||||
(args->Visible ? "yes" : "no"),
|
||||
sender->Bounds.X, sender->Bounds.Y,
|
||||
sender->Bounds.Width, sender->Bounds.Height,
|
||||
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
||||
#endif
|
||||
|
||||
m_windowVisible = args->Visible;
|
||||
if (WINRT_GlobalSDLWindow) {
|
||||
SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
|
||||
Uint32 latestWindowFlags = WINRT_DetectWindowFlags(WINRT_GlobalSDLWindow);
|
||||
if (args->Visible) {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_GAINED, 0, 0);
|
||||
if (latestWindowFlags & SDL_WINDOW_MAXIMIZED) {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
|
||||
} else {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0);
|
||||
}
|
||||
} else {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_LOST, 0, 0);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
|
||||
}
|
||||
|
||||
// HACK: Prevent SDL's window-hide handling code, which currently
|
||||
// triggers a fake window resize (possibly erronously), from
|
||||
// marking the SDL window's surface as invalid.
|
||||
//
|
||||
// A better solution to this probably involves figuring out if the
|
||||
// fake window resize can be prevented.
|
||||
WINRT_GlobalSDLWindow->surface_valid = wasSDLWindowSurfaceValid;
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnWindowActivated(CoreWindow^ sender, WindowActivatedEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, WINRT_GlobalSDLWindow?=%s\n\n",
|
||||
__FUNCTION__,
|
||||
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
||||
#endif
|
||||
|
||||
/* There's no property in Win 8.x to tell whether a window is active or
|
||||
not. [De]activation events are, however, sent to the app. We'll just
|
||||
record those, in case the CoreWindow gets wrapped by an SDL_Window at
|
||||
some future time.
|
||||
*/
|
||||
sender->CustomProperties->Insert("SDLHelperWindowActivationState", args->WindowActivationState);
|
||||
|
||||
SDL_Window * window = WINRT_GlobalSDLWindow;
|
||||
if (window) {
|
||||
if (args->WindowActivationState != CoreWindowActivationState::Deactivated) {
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
||||
if (SDL_GetKeyboardFocus() != window) {
|
||||
SDL_SetKeyboardFocus(window);
|
||||
}
|
||||
|
||||
/* Send a mouse-motion event as appropriate.
|
||||
This doesn't work when called from OnPointerEntered, at least
|
||||
not in WinRT CoreWindow apps (as OnPointerEntered doesn't
|
||||
appear to be called after window-reactivation, at least not
|
||||
in Windows 10, Build 10586.3 (November 2015 update, non-beta).
|
||||
|
||||
Don't do it on WinPhone 8.0 though, as CoreWindow's 'PointerPosition'
|
||||
property isn't available.
|
||||
*/
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION >= NTDDI_WINBLUE)
|
||||
Point cursorPos = WINRT_TransformCursorPosition(window, sender->PointerPosition, TransformToSDLWindowSize);
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)cursorPos.X, (int)cursorPos.Y);
|
||||
#endif
|
||||
|
||||
/* TODO, WinRT: see if the Win32 bugfix from https://hg.libsdl.org/SDL/rev/d278747da408 needs to be applied (on window activation) */
|
||||
//WIN_CheckAsyncMouseRelease(data);
|
||||
|
||||
/* TODO, WinRT: implement clipboard support, if possible */
|
||||
///*
|
||||
// * FIXME: Update keyboard state
|
||||
// */
|
||||
//WIN_CheckClipboardUpdate(data->videodata);
|
||||
|
||||
// HACK: Resetting the mouse-cursor here seems to fix
|
||||
// https://bugzilla.libsdl.org/show_bug.cgi?id=3217, whereby a
|
||||
// WinRT app's mouse cursor may switch to Windows' 'wait' cursor,
|
||||
// after a user alt-tabs back into a full-screened SDL app.
|
||||
// This bug does not appear to reproduce 100% of the time.
|
||||
// It may be a bug in Windows itself (v.10.0.586.36, as tested,
|
||||
// and the most-recent as of this writing).
|
||||
SDL_SetCursor(NULL);
|
||||
} else {
|
||||
if (SDL_GetKeyboardFocus() == window) {
|
||||
SDL_SetKeyboardFocus(NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s\n", __FUNCTION__);
|
||||
#endif
|
||||
m_windowClosed = true;
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnAppActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->Activate();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
|
||||
{
|
||||
// Save app state asynchronously after requesting a deferral. Holding a deferral
|
||||
// indicates that the application is busy performing suspending operations. Be
|
||||
// aware that a deferral may not be held indefinitely. After about five seconds,
|
||||
// the app will be forced to exit.
|
||||
|
||||
// ... but first, let the app know it's about to go to the background.
|
||||
// The separation of events may be important, given that the deferral
|
||||
// runs in a separate thread. This'll make SDL_APP_WILLENTERBACKGROUND
|
||||
// the only event among the two that runs in the main thread. Given
|
||||
// that a few WinRT operations can only be done from the main thread
|
||||
// (things that access the WinRT CoreWindow are one example of this),
|
||||
// this could be important.
|
||||
SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND);
|
||||
|
||||
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
|
||||
create_task([this, deferral]()
|
||||
{
|
||||
// Send an app did-enter-background event immediately to observers.
|
||||
// CoreDispatcher::ProcessEvents, which is the backbone on which
|
||||
// SDL_WinRTApp::PumpEvents is built, will not return to its caller
|
||||
// once it sends out a suspend event. Any events posted to SDL's
|
||||
// event queue won't get received until the WinRT app is resumed.
|
||||
// SDL_AddEventWatch() may be used to receive app-suspend events on
|
||||
// WinRT.
|
||||
SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND);
|
||||
|
||||
// Let the Direct3D 11 renderer prepare for the app to be backgrounded.
|
||||
// This is necessary for Windows 8.1, possibly elsewhere in the future.
|
||||
// More details at: http://msdn.microsoft.com/en-us/library/windows/apps/Hh994929.aspx
|
||||
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
||||
if (WINRT_GlobalSDLWindow) {
|
||||
SDL_Renderer * renderer = SDL_GetRenderer(WINRT_GlobalSDLWindow);
|
||||
if (renderer && (SDL_strcmp(renderer->info.name, "direct3d11") == 0)) {
|
||||
D3D11_Trim(renderer);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
deferral->Complete();
|
||||
});
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
|
||||
{
|
||||
// Restore any data or state that was unloaded on suspend. By default, data
|
||||
// and state are persisted when resuming from suspend. Note that these events
|
||||
// do not occur if the app was previously terminated.
|
||||
SDL_SendAppEvent(SDL_APP_WILLENTERFOREGROUND);
|
||||
SDL_SendAppEvent(SDL_APP_DIDENTERFOREGROUND);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnExiting(Platform::Object^ sender, Platform::Object^ args)
|
||||
{
|
||||
SDL_SendAppEvent(SDL_APP_TERMINATING);
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^ args, Windows::Foundation::Point transformedPoint)
|
||||
{
|
||||
Windows::UI::Input::PointerPoint ^ pt = args->CurrentPoint;
|
||||
SDL_Log("%s: Position={%f,%f}, Transformed Pos={%f, %f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, SDL button=%d\n",
|
||||
header,
|
||||
pt->Position.X, pt->Position.Y,
|
||||
transformedPoint.X, transformedPoint.Y,
|
||||
pt->Properties->MouseWheelDelta,
|
||||
pt->FrameId,
|
||||
pt->PointerId,
|
||||
WINRT_GetSDLButtonForPointerPoint(pt));
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerEntered(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer entered", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerEnteredEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerExited(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer exited", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerExitedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessMouseMovedEvent(WINRT_GlobalSDLWindow, args);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessKeyDownEvent(args);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessKeyUpEvent(args);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessCharacterReceivedEvent(args);
|
||||
}
|
||||
|
||||
template <typename BackButtonEventArgs>
|
||||
static void WINRT_OnBackButtonPressed(BackButtonEventArgs ^ args)
|
||||
{
|
||||
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_AC_BACK);
|
||||
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_AC_BACK);
|
||||
|
||||
if (SDL_GetHintBoolean(SDL_HINT_WINRT_HANDLE_BACK_BUTTON, SDL_FALSE)) {
|
||||
args->Handled = true;
|
||||
}
|
||||
}
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
|
||||
|
||||
{
|
||||
WINRT_OnBackButtonPressed(args);
|
||||
}
|
||||
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
|
||||
|
||||
{
|
||||
WINRT_OnBackButtonPressed(args);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void SDL_WinRTApp::OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad)
|
||||
{
|
||||
/* HACK ALERT: Nothing needs to be done here, as this method currently
|
||||
only exists to allow something to be registered with Win10's
|
||||
GamepadAdded event, an operation that seems to be necessary to get
|
||||
Xinput-based detection to work on Xbox One.
|
||||
*/
|
||||
}
|
||||
#endif
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
92
externals/SDL/src/core/winrt/SDL_winrtapp_direct3d.h
vendored
Executable file
92
externals/SDL/src/core/winrt/SDL_winrtapp_direct3d.h
vendored
Executable file
@@ -0,0 +1,92 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include <Windows.h>
|
||||
|
||||
extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));
|
||||
|
||||
ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
SDL_WinRTApp();
|
||||
|
||||
// IFrameworkView Methods.
|
||||
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
|
||||
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
|
||||
virtual void Load(Platform::String^ entryPoint);
|
||||
virtual void Run();
|
||||
virtual void Uninitialize();
|
||||
|
||||
internal:
|
||||
// SDL-specific methods
|
||||
void PumpEvents();
|
||||
|
||||
protected:
|
||||
bool ShouldWaitForAppResumeEvents();
|
||||
|
||||
// Event Handlers.
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // for Windows 8/8.1/RT apps... (and not Phone apps)
|
||||
void OnSettingsPaneCommandsRequested(
|
||||
Windows::UI::ApplicationSettings::SettingsPane ^p,
|
||||
Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args);
|
||||
#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
|
||||
#else
|
||||
void OnOrientationChanged(Platform::Object^ sender);
|
||||
#endif
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
|
||||
void OnLogicalDpiChanged(Platform::Object^ sender);
|
||||
void OnAppActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
|
||||
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnExiting(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnWindowActivated(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowActivatedEventArgs^ args);
|
||||
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
|
||||
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerEntered(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerExited(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
|
||||
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
|
||||
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
|
||||
#endif
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
|
||||
#endif
|
||||
|
||||
private:
|
||||
bool m_windowClosed;
|
||||
bool m_windowVisible;
|
||||
};
|
||||
|
||||
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
|
160
externals/SDL/src/core/winrt/SDL_winrtapp_xaml.cpp
vendored
Executable file
160
externals/SDL/src/core/winrt/SDL_winrtapp_xaml.cpp
vendored
Executable file
@@ -0,0 +1,160 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* Windows includes */
|
||||
#include <agile.h>
|
||||
#include <Windows.h>
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
#include <windows.ui.xaml.media.dxinterop.h>
|
||||
#endif
|
||||
|
||||
|
||||
/* SDL includes */
|
||||
#include "../../SDL_internal.h"
|
||||
#include "SDL.h"
|
||||
#include "../../video/winrt/SDL_winrtevents_c.h"
|
||||
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_winrtapp_common.h"
|
||||
#include "SDL_winrtapp_xaml.h"
|
||||
|
||||
|
||||
|
||||
/* SDL-internal globals: */
|
||||
SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
extern "C"
|
||||
ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
|
||||
static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* Input event handlers (XAML)
|
||||
*/
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
static void
|
||||
WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
|
||||
/*
|
||||
* XAML-to-SDL Rendering Callback
|
||||
*/
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
static void
|
||||
WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args)
|
||||
{
|
||||
WINRT_CycleXAMLThread();
|
||||
}
|
||||
|
||||
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
|
||||
/*
|
||||
* SDL + XAML Initialization
|
||||
*/
|
||||
|
||||
int
|
||||
SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable)
|
||||
{
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return SDL_SetError("XAML support is not yet available in Windows Phone.");
|
||||
#else
|
||||
// Declare C++/CX namespaces:
|
||||
using namespace Platform;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::Xaml;
|
||||
using namespace Windows::UI::Xaml::Controls;
|
||||
using namespace Windows::UI::Xaml::Input;
|
||||
using namespace Windows::UI::Xaml::Media;
|
||||
|
||||
// Make sure we have a valid XAML element (to draw onto):
|
||||
if ( ! backgroundPanelAsIInspectable) {
|
||||
return SDL_SetError("'backgroundPanelAsIInspectable' can't be NULL");
|
||||
}
|
||||
|
||||
Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
|
||||
SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
|
||||
if ( ! swapChainBackgroundPanel) {
|
||||
return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
|
||||
}
|
||||
|
||||
// Setup event handlers:
|
||||
swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML);
|
||||
swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML);
|
||||
swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML);
|
||||
swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
|
||||
|
||||
// Setup for rendering:
|
||||
IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
|
||||
panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
|
||||
|
||||
WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
|
||||
|
||||
// Make sure the app is ready to call the SDL-centric main() function:
|
||||
WINRT_SDLAppEntryPoint = mainFunction;
|
||||
SDL_SetMainReady();
|
||||
|
||||
// Make sure video-init knows that we're initializing XAML:
|
||||
SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled;
|
||||
WINRT_XAMLWasEnabled = SDL_TRUE;
|
||||
|
||||
// Make sure video modes are detected now, while we still have access to the WinRT
|
||||
// CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the
|
||||
// SDL/WinRT thread.
|
||||
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
|
||||
// SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to
|
||||
// the caller to here:
|
||||
WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// All done, for now.
|
||||
return 0;
|
||||
#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else
|
||||
}
|
33
externals/SDL/src/core/winrt/SDL_winrtapp_xaml.h
vendored
Executable file
33
externals/SDL/src/core/winrt/SDL_winrtapp_xaml.h
vendored
Executable file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_config.h"
|
||||
|
||||
#ifndef SDL_winrtapp_xaml_h_
|
||||
#define SDL_winrtapp_xaml_h_
|
||||
|
||||
#include "SDL_stdinc.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern SDL_bool WINRT_XAMLWasEnabled;
|
||||
extern int SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable);
|
||||
#endif // ifdef __cplusplus
|
||||
|
||||
#endif // SDL_winrtapp_xaml_h_
|
Reference in New Issue
Block a user