WinRT: fixed bug where Win10 GameBar, when shown + hidden, might not restore a cursor's hidden state

The repro steps were this:
1. run an sdl2 winrt/uwp app, on Win10, v10.0.10586.0 or higher
2. hide the cursor, via a call to SDL_ShowCursor(0)
3. make the Win10 game bar appear, by pressing the Windows + G hotkey
4. observe that the mouse cursor appears, in order to interact with the
   game bar (this is expected behavior)
5. make the Win10 game bar disappear, either by pressing the Windows + G hotkey
   again, or clicking somewhere in the app

EXPECTED RESULT: cursor disappears, as game bar disappears

ACTUAL RESULT: cursor didn't always disappear
This commit is contained in:
David Ludwig 2016-08-20 13:46:45 -04:00
parent f6f9350a3c
commit 5150eb361f
14 changed files with 310 additions and 0 deletions

View file

@ -156,6 +156,7 @@
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
@ -311,6 +312,14 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>

View file

@ -402,6 +402,9 @@
<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -716,5 +719,8 @@
<ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View file

@ -273,6 +273,7 @@
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
@ -408,6 +409,12 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>

View file

@ -372,6 +372,9 @@
<ClInclude Include="..\..\src\video\SDL_egl_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -674,5 +677,8 @@
<ClCompile Include="..\..\src\video\SDL_egl.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View file

@ -139,6 +139,7 @@
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
@ -275,6 +276,12 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>

View file

@ -381,6 +381,9 @@
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -686,5 +689,8 @@
<ClCompile Include="..\..\src\thread\generic\SDL_syscond.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View file

@ -175,6 +175,14 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
@ -353,6 +361,7 @@
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />

View file

@ -316,6 +316,9 @@
<ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
@ -714,6 +717,9 @@
<ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Header Files">

View file

@ -153,6 +153,7 @@
<ClInclude Include="..\..\src\video\SDL_shape_internals.h" />
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h" />
@ -309,6 +310,14 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>

View file

@ -393,6 +393,9 @@
<ClInclude Include="..\..\src\thread\windows\SDL_systhread_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtgamebar_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -710,5 +713,8 @@
<ClCompile Include="..\..\src\thread\windows\SDL_syssem.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtgamebar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View file

@ -0,0 +1,196 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 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"
#if SDL_VIDEO_DRIVER_WINRT
/* Windows includes */
#include <roapi.h>
#include <windows.foundation.h>
#include <EventToken.h>
/* SDL includes */
extern "C" {
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
}
#include "SDL_winrtvideo_cpp.h"
/* Game Bar events can come in off the main thread. Use the following
WinRT CoreDispatcher to deal with them on SDL's thread.
*/
static Platform::WeakReference WINRT_MainThreadDispatcher;
/* Win10's initial SDK (the 10.0.10240.0 release) does not include references
to Game Bar APIs, as the Game Bar was released via Win10 10.0.10586.0.
Declare its WinRT/COM interface here, to allow compilation with earlier
Windows SDKs.
*/
MIDL_INTERFACE("1DB9A292-CC78-4173-BE45-B61E67283EA7")
IGameBarStatics_ : public IInspectable
{
public:
virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged(
__FIEventHandler_1_IInspectable *handler,
Windows::Foundation::EventRegistrationToken *token) = 0;
virtual HRESULT STDMETHODCALLTYPE remove_VisibilityChanged(
Windows::Foundation::EventRegistrationToken token) = 0;
virtual HRESULT STDMETHODCALLTYPE add_IsInputRedirectedChanged(
__FIEventHandler_1_IInspectable *handler,
Windows::Foundation::EventRegistrationToken *token) = 0;
virtual HRESULT STDMETHODCALLTYPE remove_IsInputRedirectedChanged(
Windows::Foundation::EventRegistrationToken token) = 0;
virtual HRESULT STDMETHODCALLTYPE get_Visible(
boolean *value) = 0;
virtual HRESULT STDMETHODCALLTYPE get_IsInputRedirected(
boolean *value) = 0;
};
/* Declare the game bar's COM GUID */
static GUID IID_IGameBarStatics_ = { MAKELONG(0xA292, 0x1DB9), 0xCC78, 0x4173, { 0xBE, 0x45, 0xB6, 0x1E, 0x67, 0x28, 0x3E, 0xA7 } };
/* Retrieves a pointer to the game bar, or NULL if it is not available.
If a pointer is returned, it's ->Release() method must be called
after the caller has finished using it.
*/
static IGameBarStatics_ *
WINRT_GetGameBar()
{
wchar_t *wClassName = L"Windows.Gaming.UI.GameBar";
HSTRING hClassName;
IActivationFactory *pActivationFactory = NULL;
IGameBarStatics_ *pGameBar = NULL;
HRESULT hr;
hr = ::WindowsCreateString(wClassName, (UINT32)wcslen(wClassName), &hClassName);
if (FAILED(hr)) {
goto done;
}
hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory);
if (FAILED(hr)) {
goto done;
}
pActivationFactory->QueryInterface(IID_IGameBarStatics_, (void **) &pGameBar);
done:
if (pActivationFactory) {
pActivationFactory->Release();
}
if (hClassName) {
::WindowsDeleteString(hClassName);
}
return pGameBar;
}
static void
WINRT_HandleGameBarIsInputRedirected_MainThread()
{
IGameBarStatics_ *gameBar;
boolean isInputRedirected = 0;
if (!WINRT_MainThreadDispatcher) {
/* The game bar event handler has been deregistered! */
return;
}
gameBar = WINRT_GetGameBar();
if (!gameBar) {
/* Shouldn't happen, but just in case... */
return;
}
if (SUCCEEDED(gameBar->get_IsInputRedirected(&isInputRedirected))) {
if ( ! isInputRedirected) {
/* Input-control is now back to the SDL app. Restore the cursor,
in case Windows does not (it does not in either Win10
10.0.10240.0 or 10.0.10586.0, maybe later version(s) too.
*/
SDL_Cursor *cursor = SDL_GetCursor();
SDL_SetCursor(cursor);
}
}
gameBar->Release();
}
static void
WINRT_HandleGameBarIsInputRedirected_NonMainThread(Platform::Object ^ o1, Platform::Object ^o2)
{
Windows::UI::Core::CoreDispatcher ^dispatcher = WINRT_MainThreadDispatcher.Resolve<Windows::UI::Core::CoreDispatcher>();
if (dispatcher) {
dispatcher->RunAsync(
Windows::UI::Core::CoreDispatcherPriority::Normal,
ref new Windows::UI::Core::DispatchedHandler(&WINRT_HandleGameBarIsInputRedirected_MainThread));
}
}
void
WINRT_InitGameBar(_THIS)
{
SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata;
IGameBarStatics_ *gameBar = WINRT_GetGameBar();
if (gameBar) {
/* GameBar.IsInputRedirected events can come in via something other than
the main/SDL thread.
Get a WinRT 'CoreDispatcher' that can be used to call back into the
SDL thread.
*/
WINRT_MainThreadDispatcher = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher;
Windows::Foundation::EventHandler<Platform::Object ^> ^handler = \
ref new Windows::Foundation::EventHandler<Platform::Object ^>(&WINRT_HandleGameBarIsInputRedirected_NonMainThread);
__FIEventHandler_1_IInspectable * pHandler = reinterpret_cast<__FIEventHandler_1_IInspectable *>(handler);
gameBar->add_IsInputRedirectedChanged(pHandler, &driverdata->gameBarIsInputRedirectedToken);
gameBar->Release();
}
}
void
WINRT_QuitGameBar(_THIS)
{
SDL_VideoData *driverdata;
IGameBarStatics_ *gameBar;
if (!_this || !_this->driverdata) {
return;
}
gameBar = WINRT_GetGameBar();
if (!gameBar) {
return;
}
driverdata = (SDL_VideoData *)_this->driverdata;
if (driverdata->gameBarIsInputRedirectedToken.Value) {
gameBar->remove_IsInputRedirectedChanged(driverdata->gameBarIsInputRedirectedToken);
driverdata->gameBarIsInputRedirectedToken.Value = 0;
}
WINRT_MainThreadDispatcher = nullptr;
gameBar->Release();
}
#endif /* SDL_VIDEO_DRIVER_WINRT */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -0,0 +1,35 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 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_winrtgamebar_h
#define _SDL_winrtgamebar_h
#ifdef __cplusplus
/* These are exported as C++ functions, rather than C, to fix a compilation
bug with MSVC 2013, for Windows 8.x builds. */
extern void WINRT_InitGameBar(_THIS);
extern void WINRT_QuitGameBar(_THIS);
#endif
#endif /* _SDL_winrtmouse_h */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -61,6 +61,7 @@ extern "C" {
#include "../../core/winrt/SDL_winrtapp_xaml.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_winrtevents_c.h"
#include "SDL_winrtgamebar_cpp.h"
#include "SDL_winrtmouse_c.h"
#include "SDL_main.h"
#include "SDL_system.h"
@ -177,6 +178,7 @@ WINRT_VideoInit(_THIS)
}
WINRT_InitMouse(_this);
WINRT_InitTouch(_this);
WINRT_InitGameBar(_this);
return 0;
}
@ -419,6 +421,7 @@ WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
void
WINRT_VideoQuit(_THIS)
{
WINRT_QuitGameBar(_this);
WINRT_QuitMouse(_this);
}

View file

@ -46,6 +46,11 @@ typedef struct SDL_VideoData {
* passed to eglGetDisplay and eglCreateWindowSurface:
*/
IUnknown *winrtEglWindow;
/* Event token(s), for unregistering WinRT event handler(s).
These are just a struct with a 64-bit integer inside them
*/
Windows::Foundation::EventRegistrationToken gameBarIsInputRedirectedToken;
} SDL_VideoData;
/* The global, WinRT, SDL Window.