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-/*
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- Simple DirectMedia Layer
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- Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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-
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- This software is provided 'as-is', without any express or implied
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- warranty. In no event will the authors be held liable for any damages
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- arising from the use of this software.
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-
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- Permission is granted to anyone to use this software for any purpose,
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- including commercial applications, and to alter it and redistribute it
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- freely, subject to the following restrictions:
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-
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- 1. The origin of this software must not be misrepresented; you must not
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- claim that you wrote the original software. If you use this software
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- in a product, an acknowledgment in the product documentation would be
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- appreciated but is not required.
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- 2. Altered source versions must be plainly marked as such, and must not be
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- misrepresented as being the original software.
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- 3. This notice may not be removed or altered from any source distribution.
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-*/
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-#include "../../SDL_internal.h"
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-
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-/* Standard C++11 includes */
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-#include <functional>
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-#include <string>
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-#include <sstream>
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-using namespace std;
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-
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-
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-/* Windows includes */
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-#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;
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-using namespace Windows::ApplicationModel::Activation;
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-using namespace Windows::Devices::Input;
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-using namespace Windows::Graphics::Display;
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-using namespace Windows::Foundation;
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-using namespace Windows::System;
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-using namespace Windows::UI::Core;
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-using namespace Windows::UI::Input;
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-
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-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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-using namespace Windows::Phone::UI::Input;
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-#endif
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-
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-
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-/* SDL includes */
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-extern "C" {
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-#include "SDL_events.h"
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-#include "SDL_hints.h"
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-#include "SDL_main.h"
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-#include "SDL_stdinc.h"
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-#include "SDL_render.h"
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-#include "../../video/SDL_sysvideo.h"
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-//#include "../../SDL_hints_c.h"
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-#include "../../events/SDL_events_c.h"
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-#include "../../events/SDL_keyboard_c.h"
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-#include "../../events/SDL_mouse_c.h"
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-#include "../../events/SDL_windowevents_c.h"
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-#include "../../render/SDL_sysrender.h"
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-#include "../windows/SDL_windows.h"
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-}
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-
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-#include "../../video/winrt/SDL_winrtevents_c.h"
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-#include "../../video/winrt/SDL_winrtvideo_cpp.h"
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-#include "SDL_winrtapp_common.h"
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-#include "SDL_winrtapp_direct3d.h"
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-
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-#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
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-/* Calling IDXGIDevice3::Trim on the active Direct3D 11.x device is necessary
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- * when Windows 8.1 apps are about to get suspended.
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- */
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-extern "C" void D3D11_Trim(SDL_Renderer *);
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-#endif
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-
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-
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-// Compile-time debugging options:
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-// To enable, uncomment; to disable, comment them out.
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-//#define LOG_POINTER_EVENTS 1
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-//#define LOG_WINDOW_EVENTS 1
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-//#define LOG_ORIENTATION_EVENTS 1
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-
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-
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-// HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
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-// SDL/WinRT will use this throughout its code.
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-//
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-// TODO, WinRT: consider replacing SDL_WinRTGlobalApp with something
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-// non-global, such as something created inside
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-// SDL_InitSubSystem(SDL_INIT_VIDEO), or something inside
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-// SDL_CreateWindow().
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-SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr;
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-
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-ref class SDLApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
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-{
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-public:
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- virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
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-};
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-
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-IFrameworkView^ SDLApplicationSource::CreateView()
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-{
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- // TODO, WinRT: see if this function (CreateView) can ever get called
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- // more than once. For now, just prevent it from ever assigning
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- // SDL_WinRTGlobalApp more than once.
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- SDL_assert(!SDL_WinRTGlobalApp);
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- SDL_WinRTApp ^ app = ref new SDL_WinRTApp();
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- if (!SDL_WinRTGlobalApp)
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- {
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- SDL_WinRTGlobalApp = app;
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- }
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- return app;
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-}
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-
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-int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
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-{
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- WINRT_SDLAppEntryPoint = mainFunction;
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- auto direct3DApplicationSource = ref new SDLApplicationSource();
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- CoreApplication::Run(direct3DApplicationSource);
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- return 0;
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-}
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-
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-static void
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-WINRT_ProcessWindowSizeChange() // TODO: Pass an SDL_Window-identifying thing into WINRT_ProcessWindowSizeChange()
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-{
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- CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread();
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- if (coreWindow) {
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- if (WINRT_GlobalSDLWindow) {
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- SDL_Window * window = WINRT_GlobalSDLWindow;
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- SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
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-
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- int x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
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- int y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
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- int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
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- int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
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-
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-#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
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- /* WinPhone 8.0 always keeps its native window size in portrait,
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- regardless of orientation. This changes in WinPhone 8.1,
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- in which the native window's size changes along with
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- orientation.
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-
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- Attempt to emulate WinPhone 8.1's behavior on WinPhone 8.0, with
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- regards to window size. This fixes a rendering bug that occurs
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- when a WinPhone 8.0 app is rotated to either 90 or 270 degrees.
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- */
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- const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
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- switch (currentOrientation) {
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- case DisplayOrientations::Landscape:
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- case DisplayOrientations::LandscapeFlipped: {
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- int tmp = w;
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- w = h;
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- h = tmp;
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- } break;
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- }
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-#endif
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-
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- const Uint32 latestFlags = WINRT_DetectWindowFlags(window);
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- if (latestFlags & SDL_WINDOW_MAXIMIZED) {
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- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
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- } else {
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- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
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- }
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-
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- WINRT_UpdateWindowFlags(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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-
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- /* The window can move during a resize event, such as when maximizing
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- or resizing from a corner */
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- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
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- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
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- }
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- }
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-}
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-
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-SDL_WinRTApp::SDL_WinRTApp() :
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- m_windowClosed(false),
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- m_windowVisible(true)
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-{
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-}
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-
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-void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
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-{
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- applicationView->Activated +=
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- ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnAppActivated);
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-
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- CoreApplication::Suspending +=
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- ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
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-
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- CoreApplication::Resuming +=
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- ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
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-
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- CoreApplication::Exiting +=
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- ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
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-
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-#if NTDDI_VERSION >= NTDDI_WIN10
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- /* HACK ALERT! Xbox One doesn't seem to detect gamepads unless something
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- gets registered to receive Win10's Windows.Gaming.Input.Gamepad.GamepadAdded
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- events. We'll register an event handler for these events here, to make
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- sure that gamepad detection works later on, if requested.
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- */
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- Windows::Gaming::Input::Gamepad::GamepadAdded +=
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- ref new Windows::Foundation::EventHandler<Windows::Gaming::Input::Gamepad^>(
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- this, &SDL_WinRTApp::OnGamepadAdded
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- );
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-#endif
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-}
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-
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-#if NTDDI_VERSION > NTDDI_WIN8
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-void SDL_WinRTApp::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
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-#else
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-void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
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-#endif
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-{
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-#if LOG_ORIENTATION_EVENTS==1
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- {
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- CoreWindow^ window = CoreWindow::GetForCurrentThread();
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- if (window) {
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- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Bounds={%f,%f,%f,%f}\n",
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- __FUNCTION__,
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- WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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- WINRT_DISPLAY_PROPERTY(NativeOrientation),
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- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
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- window->Bounds.X,
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- window->Bounds.Y,
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- window->Bounds.Width,
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- window->Bounds.Height);
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- } else {
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- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
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- __FUNCTION__,
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- WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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- WINRT_DISPLAY_PROPERTY(NativeOrientation),
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- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
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- }
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- }
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-#endif
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-
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- WINRT_ProcessWindowSizeChange();
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-
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-#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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- // HACK: Make sure that orientation changes
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- // lead to the Direct3D renderer's viewport getting updated:
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- //
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- // For some reason, this doesn't seem to need to be done on Windows 8.x,
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- // even when going from Landscape to LandscapeFlipped. It only seems to
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- // be needed on Windows Phone, at least when I tested on my devices.
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- // I'm not currently sure why this is, but it seems to work fine. -- David L.
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- //
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- // 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
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- SDL_Window * window = WINRT_GlobalSDLWindow;
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- if (window) {
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- SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
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- int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
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- int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
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- SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SIZE_CHANGED, w, h);
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- }
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-#endif
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-
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-}
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-
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-void SDL_WinRTApp::SetWindow(CoreWindow^ window)
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-{
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-#if LOG_WINDOW_EVENTS==1
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- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window bounds={%f, %f, %f,%f}\n",
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- __FUNCTION__,
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- WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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- WINRT_DISPLAY_PROPERTY(NativeOrientation),
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- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
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- window->Bounds.X,
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- window->Bounds.Y,
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- window->Bounds.Width,
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- window->Bounds.Height);
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-#endif
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-
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- window->SizeChanged +=
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- ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
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-
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- window->VisibilityChanged +=
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- ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
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-
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- window->Activated +=
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- ref new TypedEventHandler<CoreWindow^, WindowActivatedEventArgs^>(this, &SDL_WinRTApp::OnWindowActivated);
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-
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- window->Closed +=
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- ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
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-
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-#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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- window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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-#endif
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-
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- window->PointerPressed +=
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- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
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-
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- window->PointerMoved +=
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- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
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-
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- window->PointerReleased +=
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- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
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-
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- window->PointerEntered +=
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- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerEntered);
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-
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- window->PointerExited +=
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- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerExited);
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-
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- window->PointerWheelChanged +=
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- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
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-
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-#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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- // Retrieves relative-only mouse movements:
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- Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved +=
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- ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &SDL_WinRTApp::OnMouseMoved);
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-#endif
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-
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- window->KeyDown +=
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- ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
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-
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- window->KeyUp +=
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- ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
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-
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- window->CharacterReceived +=
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- ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);
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-
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-#if NTDDI_VERSION >= NTDDI_WIN10
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- Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->BackRequested +=
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- ref new EventHandler<BackRequestedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
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-#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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- HardwareButtons::BackPressed +=
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- ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
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-#endif
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-
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-#if NTDDI_VERSION > NTDDI_WIN8
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- DisplayInformation::GetForCurrentView()->OrientationChanged +=
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- ref new TypedEventHandler<Windows::Graphics::Display::DisplayInformation^, Object^>(this, &SDL_WinRTApp::OnOrientationChanged);
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-#else
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- DisplayProperties::OrientationChanged +=
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- ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
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-#endif
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-
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-#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // for Windows 8/8.1/RT apps... (and not Phone apps)
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- // Make sure we know when a user has opened the app's settings pane.
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- // This is needed in order to display a privacy policy, which needs
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- // to be done for network-enabled apps, as per Windows Store requirements.
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- using namespace Windows::UI::ApplicationSettings;
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- SettingsPane::GetForCurrentView()->CommandsRequested +=
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- ref new TypedEventHandler<SettingsPane^, SettingsPaneCommandsRequestedEventArgs^>
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- (this, &SDL_WinRTApp::OnSettingsPaneCommandsRequested);
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-#endif
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-}
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-
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-void SDL_WinRTApp::Load(Platform::String^ entryPoint)
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-{
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-}
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-
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-void SDL_WinRTApp::Run()
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-{
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- SDL_SetMainReady();
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- if (WINRT_SDLAppEntryPoint)
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- {
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- // TODO, WinRT: pass the C-style main() a reasonably realistic
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- // representation of command line arguments.
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- int argc = 1;
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- char **argv = (char **)SDL_malloc(2 * sizeof(*argv));
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- if (!argv) {
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- return;
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- }
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- argv[0] = SDL_strdup("WinRTApp");
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- argv[1] = NULL;
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- WINRT_SDLAppEntryPoint(argc, argv);
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- SDL_free(argv[0]);
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- SDL_free(argv);
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- }
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-}
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-
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-static bool IsSDLWindowEventPending(SDL_WindowEventID windowEventID)
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-{
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- SDL_Event events[128];
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|
|
- 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)
|
|
|
-{
|
|
|
- Uint8 button, pressed;
|
|
|
- Windows::UI::Input::PointerPoint ^ pt = args->CurrentPoint;
|
|
|
- WINRT_GetSDLButtonForPointerPoint(pt, &button, &pressed);
|
|
|
- SDL_Log("%s: Position={%f,%f}, Transformed Pos={%f, %f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, SDL button=%d pressed=%d\n",
|
|
|
- header,
|
|
|
- pt->Position.X, pt->Position.Y,
|
|
|
- transformedPoint.X, transformedPoint.Y,
|
|
|
- pt->Properties->MouseWheelDelta,
|
|
|
- pt->FrameId,
|
|
|
- pt->PointerId,
|
|
|
- button,
|
|
|
- pressed);
|
|
|
-}
|
|
|
-
|
|
|
-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));
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|
-#endif
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|
-
|
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|
- WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
|
-}
|
|
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-
|
|
|
-void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
|
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|
-{
|
|
|
- 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: */
|