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WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of which might not be 100% compatible with other platforms, given WinRT platform restrictions. An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx indicates that on-screen keyboard display requires that the user first tap on a Windows/XAML text control. This change adds basic SDL_TEXTINPUT support, with input coming from hardware keyboards, at a minimum, and without the need for XAML integration (which is still pending integration into SDL, by and large).
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@ -365,6 +365,9 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
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window->KeyUp +=
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window->KeyUp +=
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ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
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ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
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window->CharacterReceived +=
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ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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HardwareButtons::BackPressed +=
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HardwareButtons::BackPressed +=
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ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
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ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
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@ -703,6 +706,11 @@ void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::C
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WINRT_ProcessKeyUpEvent(args);
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WINRT_ProcessKeyUpEvent(args);
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}
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}
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void SDL_WinRTApp::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
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{
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WINRT_ProcessCharacterReceivedEvent(args);
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}
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
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void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
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{
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{
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@ -69,6 +69,7 @@ protected:
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void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
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void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
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void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
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void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
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void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
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@ -63,6 +63,7 @@ extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::
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/* Keyboard */
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/* Keyboard */
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extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
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extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
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extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
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extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
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extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args);
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/* XAML Thread Management */
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/* XAML Thread Management */
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extern void WINRT_CycleXAMLThread();
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extern void WINRT_CycleXAMLThread();
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@ -365,4 +365,22 @@ WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args)
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SDL_SendKeyboardKey(SDL_RELEASED, sdlScancode);
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SDL_SendKeyboardKey(SDL_RELEASED, sdlScancode);
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}
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}
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void
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WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args)
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{
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wchar_t src_ucs2[2];
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char dest_utf8[16];
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int result;
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/* Setup src */
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src_ucs2[0] = args->KeyCode;
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src_ucs2[1] = L'\0';
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/* Convert the text, then send an SDL_TEXTINPUT event. */
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result = WideCharToMultiByte(CP_UTF8, 0, (LPCWSTR)&src_ucs2, -1, (LPSTR)dest_utf8, sizeof(dest_utf8), NULL, NULL);
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if (result > 0) {
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SDL_SendKeyboardText(dest_utf8);
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}
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}
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#endif // SDL_VIDEO_DRIVER_WINRT
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#endif // SDL_VIDEO_DRIVER_WINRT
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