mirror of
https://github.com/Ryujinx/SDL.git
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843 lines
30 KiB
C++
843 lines
30 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2016 Sam Lantinga <slouken@libsdl.org>
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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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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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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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#if SDL_VIDEO_DRIVER_WINRT
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/* WinRT SDL video driver implementation
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Initial work on this was done by David Ludwig (dludwig@pobox.com), and
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was based off of SDL's "dummy" video driver.
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*/
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/* Windows includes */
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#include <agile.h>
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#include <windows.graphics.display.h>
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#include <windows.system.display.h>
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#include <dxgi.h>
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#include <dxgi1_2.h>
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::ViewManagement;
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/* [re]declare Windows GUIDs locally, to limit the amount of external lib(s) SDL has to link to */
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static const GUID IID_IDisplayRequest = { 0xe5732044, 0xf49f, 0x4b60, { 0x8d, 0xd4, 0x5e, 0x7e, 0x3a, 0x63, 0x2a, 0xc0 } };
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static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
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/* SDL includes */
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extern "C" {
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "../../render/SDL_sysrender.h"
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#include "SDL_syswm.h"
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#include "SDL_winrtopengles.h"
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#include "../../core/windows/SDL_windows.h"
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}
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#include "../../core/winrt/SDL_winrtapp_direct3d.h"
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#include "../../core/winrt/SDL_winrtapp_xaml.h"
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#include "SDL_winrtvideo_cpp.h"
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#include "SDL_winrtevents_c.h"
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#include "SDL_winrtgamebar_cpp.h"
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#include "SDL_winrtmouse_c.h"
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#include "SDL_main.h"
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#include "SDL_system.h"
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//#include "SDL_log.h"
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/* Initialization/Query functions */
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static int WINRT_VideoInit(_THIS);
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static int WINRT_InitModes(_THIS);
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static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
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static void WINRT_VideoQuit(_THIS);
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/* Window functions */
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static int WINRT_CreateWindow(_THIS, SDL_Window * window);
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static void WINRT_SetWindowSize(_THIS, SDL_Window * window);
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static void WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
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static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
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static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
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/* Misc functions */
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static ABI::Windows::System::Display::IDisplayRequest * WINRT_CreateDisplayRequest(_THIS);
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extern void WINRT_SuspendScreenSaver(_THIS);
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/* SDL-internal globals: */
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SDL_Window * WINRT_GlobalSDLWindow = NULL;
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/* WinRT driver bootstrap functions */
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static int
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WINRT_Available(void)
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{
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return (1);
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}
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static void
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WINRT_DeleteDevice(SDL_VideoDevice * device)
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{
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if (device->driverdata) {
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SDL_VideoData * video_data = (SDL_VideoData *)device->driverdata;
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if (video_data->winrtEglWindow) {
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video_data->winrtEglWindow->Release();
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}
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SDL_free(video_data);
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}
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SDL_free(device);
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}
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static SDL_VideoDevice *
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WINRT_CreateDevice(int devindex)
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{
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SDL_VideoDevice *device;
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SDL_VideoData *data;
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/* Initialize all variables that we clean on shutdown */
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device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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if (!device) {
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SDL_OutOfMemory();
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return (0);
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}
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data = (SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
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if (!data) {
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SDL_OutOfMemory();
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SDL_free(device);
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return (0);
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}
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device->driverdata = data;
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/* Set the function pointers */
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device->VideoInit = WINRT_VideoInit;
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device->VideoQuit = WINRT_VideoQuit;
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device->CreateWindow = WINRT_CreateWindow;
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device->SetWindowSize = WINRT_SetWindowSize;
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device->SetWindowFullscreen = WINRT_SetWindowFullscreen;
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device->DestroyWindow = WINRT_DestroyWindow;
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device->SetDisplayMode = WINRT_SetDisplayMode;
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device->PumpEvents = WINRT_PumpEvents;
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device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
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device->SuspendScreenSaver = WINRT_SuspendScreenSaver;
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#if NTDDI_VERSION >= NTDDI_WIN10
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device->HasScreenKeyboardSupport = WINRT_HasScreenKeyboardSupport;
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device->ShowScreenKeyboard = WINRT_ShowScreenKeyboard;
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device->HideScreenKeyboard = WINRT_HideScreenKeyboard;
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device->IsScreenKeyboardShown = WINRT_IsScreenKeyboardShown;
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#endif
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#ifdef SDL_VIDEO_OPENGL_EGL
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device->GL_LoadLibrary = WINRT_GLES_LoadLibrary;
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device->GL_GetProcAddress = WINRT_GLES_GetProcAddress;
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device->GL_UnloadLibrary = WINRT_GLES_UnloadLibrary;
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device->GL_CreateContext = WINRT_GLES_CreateContext;
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device->GL_MakeCurrent = WINRT_GLES_MakeCurrent;
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device->GL_SetSwapInterval = WINRT_GLES_SetSwapInterval;
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device->GL_GetSwapInterval = WINRT_GLES_GetSwapInterval;
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device->GL_SwapWindow = WINRT_GLES_SwapWindow;
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device->GL_DeleteContext = WINRT_GLES_DeleteContext;
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#endif
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device->free = WINRT_DeleteDevice;
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return device;
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}
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#define WINRTVID_DRIVER_NAME "winrt"
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VideoBootStrap WINRT_bootstrap = {
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WINRTVID_DRIVER_NAME, "SDL WinRT video driver",
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WINRT_Available, WINRT_CreateDevice
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};
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int
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WINRT_VideoInit(_THIS)
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{
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SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata;
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if (WINRT_InitModes(_this) < 0) {
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return -1;
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}
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WINRT_InitMouse(_this);
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WINRT_InitTouch(_this);
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WINRT_InitGameBar(_this);
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if (driverdata) {
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/* Initialize screensaver-disabling support */
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driverdata->displayRequest = WINRT_CreateDisplayRequest(_this);
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}
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return 0;
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}
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extern "C"
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Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat);
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static void
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WINRT_DXGIModeToSDLDisplayMode(const DXGI_MODE_DESC * dxgiMode, SDL_DisplayMode * sdlMode)
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{
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SDL_zerop(sdlMode);
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sdlMode->w = dxgiMode->Width;
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sdlMode->h = dxgiMode->Height;
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sdlMode->refresh_rate = dxgiMode->RefreshRate.Numerator / dxgiMode->RefreshRate.Denominator;
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sdlMode->format = D3D11_DXGIFormatToSDLPixelFormat(dxgiMode->Format);
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}
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static int
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WINRT_AddDisplaysForOutput (_THIS, IDXGIAdapter1 * dxgiAdapter1, int outputIndex)
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{
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HRESULT hr;
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IDXGIOutput * dxgiOutput = NULL;
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DXGI_OUTPUT_DESC dxgiOutputDesc;
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SDL_VideoDisplay display;
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char * displayName = NULL;
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UINT numModes;
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DXGI_MODE_DESC * dxgiModes = NULL;
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int functionResult = -1; /* -1 for failure, 0 for success */
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DXGI_MODE_DESC modeToMatch, closestMatch;
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SDL_zero(display);
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hr = dxgiAdapter1->EnumOutputs(outputIndex, &dxgiOutput);
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if (FAILED(hr)) {
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if (hr != DXGI_ERROR_NOT_FOUND) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter1::EnumOutputs failed", hr);
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}
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goto done;
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}
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hr = dxgiOutput->GetDesc(&dxgiOutputDesc);
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if (FAILED(hr)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDesc failed", hr);
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goto done;
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}
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SDL_zero(modeToMatch);
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modeToMatch.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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modeToMatch.Width = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left);
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modeToMatch.Height = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top);
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hr = dxgiOutput->FindClosestMatchingMode(&modeToMatch, &closestMatch, NULL);
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if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
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/* DXGI_ERROR_NOT_CURRENTLY_AVAILABLE gets returned by IDXGIOutput::FindClosestMatchingMode
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when running under the Windows Simulator, which uses Remote Desktop (formerly known as Terminal
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Services) under the hood. According to the MSDN docs for the similar function,
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IDXGIOutput::GetDisplayModeList, DXGI_ERROR_NOT_CURRENTLY_AVAILABLE is returned if and
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when an app is run under a Terminal Services session, hence the assumption.
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In this case, just add an SDL display mode, with approximated values.
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*/
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SDL_DisplayMode mode;
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SDL_zero(mode);
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display.name = "Windows Simulator / Terminal Services Display";
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mode.w = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left);
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mode.h = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top);
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mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
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mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */
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display.desktop_mode = mode;
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display.current_mode = mode;
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if ( ! SDL_AddDisplayMode(&display, &mode)) {
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goto done;
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}
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} else if (FAILED(hr)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr);
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goto done;
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} else {
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displayName = WIN_StringToUTF8(dxgiOutputDesc.DeviceName);
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display.name = displayName;
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WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode);
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display.current_mode = display.desktop_mode;
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hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, NULL);
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if (FAILED(hr)) {
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if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
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// TODO, WinRT: make sure display mode(s) are added when using Terminal Services / Windows Simulator
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}
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode list size] failed", hr);
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goto done;
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}
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dxgiModes = (DXGI_MODE_DESC *)SDL_calloc(numModes, sizeof(DXGI_MODE_DESC));
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if ( ! dxgiModes) {
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SDL_OutOfMemory();
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goto done;
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}
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hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, dxgiModes);
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if (FAILED(hr)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode contents] failed", hr);
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goto done;
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}
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for (UINT i = 0; i < numModes; ++i) {
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SDL_DisplayMode sdlMode;
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WINRT_DXGIModeToSDLDisplayMode(&dxgiModes[i], &sdlMode);
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SDL_AddDisplayMode(&display, &sdlMode);
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}
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}
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if (SDL_AddVideoDisplay(&display) < 0) {
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goto done;
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}
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functionResult = 0; /* 0 for Success! */
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done:
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if (dxgiModes) {
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SDL_free(dxgiModes);
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}
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if (dxgiOutput) {
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dxgiOutput->Release();
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}
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if (displayName) {
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SDL_free(displayName);
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}
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return functionResult;
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}
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static int
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WINRT_AddDisplaysForAdapter (_THIS, IDXGIFactory2 * dxgiFactory2, int adapterIndex)
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{
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HRESULT hr;
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IDXGIAdapter1 * dxgiAdapter1;
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hr = dxgiFactory2->EnumAdapters1(adapterIndex, &dxgiAdapter1);
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if (FAILED(hr)) {
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if (hr != DXGI_ERROR_NOT_FOUND) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory1::EnumAdapters1() failed", hr);
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}
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return -1;
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}
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for (int outputIndex = 0; ; ++outputIndex) {
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if (WINRT_AddDisplaysForOutput(_this, dxgiAdapter1, outputIndex) < 0) {
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/* HACK: The Windows App Certification Kit 10.0 can fail, when
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running the Store Apps' test, "Direct3D Feature Test". The
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certification kit's error is:
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"Application App was not running at the end of the test. It likely crashed or was terminated for having become unresponsive."
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This was caused by SDL/WinRT's DXGI failing to report any
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outputs. Attempts to get the 1st display-output from the
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1st display-adapter can fail, with IDXGIAdapter::EnumOutputs
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returning DXGI_ERROR_NOT_FOUND. This could be a bug in Windows,
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the Windows App Certification Kit, or possibly in SDL/WinRT's
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display detection code. Either way, try to detect when this
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happens, and use a hackish means to create a reasonable-as-possible
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'display mode'. -- DavidL
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*/
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if (adapterIndex == 0 && outputIndex == 0) {
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SDL_VideoDisplay display;
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SDL_DisplayMode mode;
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#if SDL_WINRT_USE_APPLICATIONVIEW
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ApplicationView ^ appView = ApplicationView::GetForCurrentView();
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#endif
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CoreWindow ^ coreWin = CoreWindow::GetForCurrentThread();
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SDL_zero(display);
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SDL_zero(mode);
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display.name = "DXGI Display-detection Workaround";
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/* HACK: ApplicationView's VisibleBounds property, appeared, via testing, to
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give a better approximation of display-size, than did CoreWindow's
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Bounds property, insofar that ApplicationView::VisibleBounds seems like
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it will, at least some of the time, give the full display size (during the
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failing test), whereas CoreWindow might not. -- DavidL
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*/
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#if (NTDDI_VERSION >= NTDDI_WIN10) || (SDL_WINRT_USE_APPLICATIONVIEW && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Width);
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mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Height);
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#else
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/* On platform(s) that do not support VisibleBounds, such as Windows 8.1,
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fall back to CoreWindow's Bounds property.
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*/
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mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Width);
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mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Height);
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#endif
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mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
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mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */
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display.desktop_mode = mode;
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display.current_mode = mode;
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if ((SDL_AddDisplayMode(&display, &mode) < 0) ||
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(SDL_AddVideoDisplay(&display) < 0))
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{
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return SDL_SetError("Failed to apply DXGI Display-detection workaround");
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}
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}
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break;
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}
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}
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dxgiAdapter1->Release();
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return 0;
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}
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int
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WINRT_InitModes(_THIS)
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{
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/* HACK: Initialize a single display, for whatever screen the app's
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CoreApplicationView is on.
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TODO, WinRT: Try initializing multiple displays, one for each monitor.
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Appropriate WinRT APIs for this seem elusive, though. -- DavidL
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*/
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HRESULT hr;
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IDXGIFactory2 * dxgiFactory2 = NULL;
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hr = CreateDXGIFactory1(IID_IDXGIFactory2, (void **)&dxgiFactory2);
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if (FAILED(hr)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory1() failed", hr);
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return -1;
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}
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for (int adapterIndex = 0; ; ++adapterIndex) {
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if (WINRT_AddDisplaysForAdapter(_this, dxgiFactory2, adapterIndex) < 0) {
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break;
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}
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}
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return 0;
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}
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static int
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WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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{
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return 0;
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}
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void
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WINRT_VideoQuit(_THIS)
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{
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SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata;
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if (driverdata && driverdata->displayRequest) {
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driverdata->displayRequest->Release();
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driverdata->displayRequest = NULL;
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}
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WINRT_QuitGameBar(_this);
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WINRT_QuitMouse(_this);
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}
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static const Uint32 WINRT_DetectableFlags =
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SDL_WINDOW_MAXIMIZED |
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SDL_WINDOW_FULLSCREEN_DESKTOP |
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SDL_WINDOW_SHOWN |
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SDL_WINDOW_HIDDEN |
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SDL_WINDOW_MOUSE_FOCUS;
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extern "C" Uint32
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WINRT_DetectWindowFlags(SDL_Window * window)
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{
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Uint32 latestFlags = 0;
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SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
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bool is_fullscreen = false;
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#if SDL_WINRT_USE_APPLICATIONVIEW
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if (data->appView) {
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is_fullscreen = data->appView->IsFullScreen;
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}
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#elif (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION == NTDDI_WIN8)
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is_fullscreen = true;
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#endif
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if (data->coreWindow.Get()) {
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if (is_fullscreen) {
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SDL_VideoDisplay * display = SDL_GetDisplayForWindow(window);
|
|
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)
|
|
// On all WinRT platforms, except for WinPhone 8.0, rotate the
|
|
// window size. This is needed to properly calculate
|
|
// fullscreen vs. maximized.
|
|
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
|
|
switch (currentOrientation) {
|
|
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
|
|
case DisplayOrientations::Landscape:
|
|
case DisplayOrientations::LandscapeFlipped:
|
|
#else
|
|
case DisplayOrientations::Portrait:
|
|
case DisplayOrientations::PortraitFlipped:
|
|
#endif
|
|
{
|
|
int tmp = w;
|
|
w = h;
|
|
h = tmp;
|
|
} break;
|
|
}
|
|
#endif
|
|
|
|
if (display->desktop_mode.w != w || display->desktop_mode.h != h) {
|
|
latestFlags |= SDL_WINDOW_MAXIMIZED;
|
|
} else {
|
|
latestFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
|
}
|
|
}
|
|
|
|
if (data->coreWindow->Visible) {
|
|
latestFlags |= SDL_WINDOW_SHOWN;
|
|
} else {
|
|
latestFlags |= SDL_WINDOW_HIDDEN;
|
|
}
|
|
|
|
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION < NTDDI_WINBLUE)
|
|
// data->coreWindow->PointerPosition is not supported on WinPhone 8.0
|
|
latestFlags |= SDL_WINDOW_MOUSE_FOCUS;
|
|
#else
|
|
if (data->coreWindow->Visible && data->coreWindow->Bounds.Contains(data->coreWindow->PointerPosition)) {
|
|
latestFlags |= SDL_WINDOW_MOUSE_FOCUS;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return latestFlags;
|
|
}
|
|
|
|
// TODO, WinRT: consider removing WINRT_UpdateWindowFlags, and just calling WINRT_DetectWindowFlags as-appropriate (with appropriate calls to SDL_SendWindowEvent)
|
|
void
|
|
WINRT_UpdateWindowFlags(SDL_Window * window, Uint32 mask)
|
|
{
|
|
mask &= WINRT_DetectableFlags;
|
|
if (window) {
|
|
Uint32 apply = WINRT_DetectWindowFlags(window);
|
|
if ((apply & mask) & SDL_WINDOW_FULLSCREEN) {
|
|
window->last_fullscreen_flags = window->flags; // seems necessary to programmatically un-fullscreen, via SDL APIs
|
|
}
|
|
window->flags = (window->flags & ~mask) | (apply & mask);
|
|
}
|
|
}
|
|
|
|
static bool
|
|
WINRT_IsCoreWindowActive(CoreWindow ^ coreWindow)
|
|
{
|
|
/* WinRT does not appear to offer API(s) to determine window-activation state,
|
|
at least not that I am aware of in Win8 - Win10. As such, SDL tracks this
|
|
itself, via window-activation events.
|
|
|
|
If there *is* an API to track this, it should probably get used instead
|
|
of the following hack (that uses "SDLHelperWindowActivationState").
|
|
-- DavidL.
|
|
*/
|
|
if (coreWindow->CustomProperties->HasKey("SDLHelperWindowActivationState")) {
|
|
CoreWindowActivationState activationState = \
|
|
safe_cast<CoreWindowActivationState>(coreWindow->CustomProperties->Lookup("SDLHelperWindowActivationState"));
|
|
return (activationState != CoreWindowActivationState::Deactivated);
|
|
}
|
|
|
|
/* Assume that non-SDL tracked windows are active, although this should
|
|
probably be avoided, if possible.
|
|
|
|
This might not even be possible, in normal SDL use, at least as of
|
|
this writing (Dec 22, 2015; via latest hg.libsdl.org/SDL clone) -- DavidL
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
int
|
|
WINRT_CreateWindow(_THIS, SDL_Window * window)
|
|
{
|
|
// Make sure that only one window gets created, at least until multimonitor
|
|
// support is added.
|
|
if (WINRT_GlobalSDLWindow != NULL) {
|
|
SDL_SetError("WinRT only supports one window");
|
|
return -1;
|
|
}
|
|
|
|
SDL_WindowData *data = new SDL_WindowData; /* use 'new' here as SDL_WindowData may use WinRT/C++ types */
|
|
if (!data) {
|
|
SDL_OutOfMemory();
|
|
return -1;
|
|
}
|
|
window->driverdata = data;
|
|
data->sdlWindow = window;
|
|
|
|
/* To note, when XAML support is enabled, access to the CoreWindow will not
|
|
be possible, at least not via the SDL/XAML thread. Attempts to access it
|
|
from there will throw exceptions. As such, the SDL_WindowData's
|
|
'coreWindow' field will only be set (to a non-null value) if XAML isn't
|
|
enabled.
|
|
*/
|
|
if (!WINRT_XAMLWasEnabled) {
|
|
data->coreWindow = CoreWindow::GetForCurrentThread();
|
|
#if SDL_WINRT_USE_APPLICATIONVIEW
|
|
data->appView = ApplicationView::GetForCurrentView();
|
|
#endif
|
|
}
|
|
|
|
/* Make note of the requested window flags, before they start getting changed. */
|
|
const Uint32 requestedFlags = window->flags;
|
|
|
|
#if SDL_VIDEO_OPENGL_EGL
|
|
/* Setup the EGL surface, but only if OpenGL ES 2 was requested. */
|
|
if (!(window->flags & SDL_WINDOW_OPENGL)) {
|
|
/* OpenGL ES 2 wasn't requested. Don't set up an EGL surface. */
|
|
data->egl_surface = EGL_NO_SURFACE;
|
|
} else {
|
|
/* OpenGL ES 2 was reuqested. Set up an EGL surface. */
|
|
SDL_VideoData * video_data = (SDL_VideoData *)_this->driverdata;
|
|
|
|
/* Call SDL_EGL_ChooseConfig and eglCreateWindowSurface directly,
|
|
* rather than via SDL_EGL_CreateSurface, as older versions of
|
|
* ANGLE/WinRT may require that a C++ object, ComPtr<IUnknown>,
|
|
* be passed into eglCreateWindowSurface.
|
|
*/
|
|
if (SDL_EGL_ChooseConfig(_this) != 0) {
|
|
char buf[512];
|
|
SDL_snprintf(buf, sizeof(buf), "SDL_EGL_ChooseConfig failed: %s", SDL_GetError());
|
|
return SDL_SetError("%s", buf);
|
|
}
|
|
|
|
if (video_data->winrtEglWindow) { /* ... is the 'old' version of ANGLE/WinRT being used? */
|
|
/* Attempt to create a window surface using older versions of
|
|
* ANGLE/WinRT:
|
|
*/
|
|
Microsoft::WRL::ComPtr<IUnknown> cpp_winrtEglWindow = video_data->winrtEglWindow;
|
|
data->egl_surface = ((eglCreateWindowSurface_Old_Function)_this->egl_data->eglCreateWindowSurface)(
|
|
_this->egl_data->egl_display,
|
|
_this->egl_data->egl_config,
|
|
cpp_winrtEglWindow, NULL);
|
|
if (data->egl_surface == NULL) {
|
|
return SDL_SetError("eglCreateWindowSurface failed");
|
|
}
|
|
} else if (data->coreWindow.Get() != nullptr) {
|
|
/* Attempt to create a window surface using newer versions of
|
|
* ANGLE/WinRT:
|
|
*/
|
|
IInspectable * coreWindowAsIInspectable = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
|
|
data->egl_surface = _this->egl_data->eglCreateWindowSurface(
|
|
_this->egl_data->egl_display,
|
|
_this->egl_data->egl_config,
|
|
coreWindowAsIInspectable,
|
|
NULL);
|
|
if (data->egl_surface == NULL) {
|
|
return SDL_SetError("eglCreateWindowSurface failed");
|
|
}
|
|
} else {
|
|
return SDL_SetError("No supported means to create an EGL window surface are available");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* Determine as many flags dynamically, as possible. */
|
|
window->flags =
|
|
SDL_WINDOW_BORDERLESS |
|
|
SDL_WINDOW_RESIZABLE;
|
|
|
|
#if SDL_VIDEO_OPENGL_EGL
|
|
if (data->egl_surface) {
|
|
window->flags |= SDL_WINDOW_OPENGL;
|
|
}
|
|
#endif
|
|
|
|
if (WINRT_XAMLWasEnabled) {
|
|
/* TODO, WinRT: set SDL_Window size, maybe position too, from XAML control */
|
|
window->x = 0;
|
|
window->y = 0;
|
|
window->flags |= SDL_WINDOW_SHOWN;
|
|
SDL_SetMouseFocus(NULL); // TODO: detect this
|
|
SDL_SetKeyboardFocus(NULL); // TODO: detect this
|
|
} else {
|
|
/* WinRT 8.x apps seem to live in an environment where the OS controls the
|
|
app's window size, with some apps being fullscreen, depending on
|
|
user choice of various things. For now, just adapt the SDL_Window to
|
|
whatever Windows set-up as the native-window's geometry.
|
|
*/
|
|
window->x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
|
|
window->y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
|
|
#if NTDDI_VERSION < NTDDI_WIN10
|
|
/* On WinRT 8.x / pre-Win10, just use the size we were given. */
|
|
window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
|
window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
|
#else
|
|
/* On Windows 10, we occasionally get control over window size. For windowed
|
|
mode apps, try this.
|
|
*/
|
|
bool didSetSize = false;
|
|
if (!(requestedFlags & SDL_WINDOW_FULLSCREEN)) {
|
|
const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
|
|
WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
|
|
didSetSize = data->appView->TryResizeView(size);
|
|
}
|
|
if (!didSetSize) {
|
|
/* We either weren't able to set the window size, or a request for
|
|
fullscreen was made. Get window-size info from the OS.
|
|
*/
|
|
window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
|
window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
|
}
|
|
#endif
|
|
|
|
WINRT_UpdateWindowFlags(
|
|
window,
|
|
0xffffffff /* Update any window flag(s) that WINRT_UpdateWindow can handle */
|
|
);
|
|
|
|
/* Try detecting if the window is active */
|
|
bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get());
|
|
if (isWindowActive) {
|
|
SDL_SetKeyboardFocus(window);
|
|
}
|
|
}
|
|
|
|
/* Make sure the WinRT app's IFramworkView can post events on
|
|
behalf of SDL:
|
|
*/
|
|
WINRT_GlobalSDLWindow = window;
|
|
|
|
/* All done! */
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
WINRT_SetWindowSize(_THIS, SDL_Window * window)
|
|
{
|
|
#if NTDDI_VERSION >= NTDDI_WIN10
|
|
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
|
|
const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
|
|
WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
|
|
data->appView->TryResizeView(size); // TODO, WinRT: return failure (to caller?) from TryResizeView()
|
|
#endif
|
|
}
|
|
|
|
void
|
|
WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
|
|
{
|
|
#if NTDDI_VERSION >= NTDDI_WIN10
|
|
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
|
|
bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get());
|
|
if (isWindowActive) {
|
|
if (fullscreen) {
|
|
if (!data->appView->IsFullScreenMode) {
|
|
data->appView->TryEnterFullScreenMode(); // TODO, WinRT: return failure (to caller?) from TryEnterFullScreenMode()
|
|
}
|
|
} else {
|
|
if (data->appView->IsFullScreenMode) {
|
|
data->appView->ExitFullScreenMode();
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
void
|
|
WINRT_DestroyWindow(_THIS, SDL_Window * window)
|
|
{
|
|
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
|
|
|
if (WINRT_GlobalSDLWindow == window) {
|
|
WINRT_GlobalSDLWindow = NULL;
|
|
}
|
|
|
|
if (data) {
|
|
// Delete the internal window data:
|
|
delete data;
|
|
data = NULL;
|
|
window->driverdata = NULL;
|
|
}
|
|
}
|
|
|
|
SDL_bool
|
|
WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
|
|
{
|
|
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
|
|
|
if (info->version.major <= SDL_MAJOR_VERSION) {
|
|
info->subsystem = SDL_SYSWM_WINRT;
|
|
info->info.winrt.window = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
|
|
return SDL_TRUE;
|
|
} else {
|
|
SDL_SetError("Application not compiled with SDL %d.%d\n",
|
|
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
|
|
return SDL_FALSE;
|
|
}
|
|
return SDL_FALSE;
|
|
}
|
|
|
|
static ABI::Windows::System::Display::IDisplayRequest *
|
|
WINRT_CreateDisplayRequest(_THIS)
|
|
{
|
|
/* Setup a WinRT DisplayRequest object, usable for enabling/disabling screensaver requests */
|
|
wchar_t *wClassName = L"Windows.System.Display.DisplayRequest";
|
|
HSTRING hClassName;
|
|
IActivationFactory *pActivationFactory = NULL;
|
|
IInspectable * pDisplayRequestRaw = nullptr;
|
|
ABI::Windows::System::Display::IDisplayRequest * pDisplayRequest = nullptr;
|
|
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;
|
|
}
|
|
|
|
hr = pActivationFactory->ActivateInstance(&pDisplayRequestRaw);
|
|
if (FAILED(hr)) {
|
|
goto done;
|
|
}
|
|
|
|
hr = pDisplayRequestRaw->QueryInterface(IID_IDisplayRequest, (void **) &pDisplayRequest);
|
|
if (FAILED(hr)) {
|
|
goto done;
|
|
}
|
|
|
|
done:
|
|
if (pDisplayRequestRaw) {
|
|
pDisplayRequestRaw->Release();
|
|
}
|
|
if (pActivationFactory) {
|
|
pActivationFactory->Release();
|
|
}
|
|
if (hClassName) {
|
|
::WindowsDeleteString(hClassName);
|
|
}
|
|
|
|
return pDisplayRequest;
|
|
}
|
|
|
|
void
|
|
WINRT_SuspendScreenSaver(_THIS)
|
|
{
|
|
SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata;
|
|
if (driverdata && driverdata->displayRequest) {
|
|
ABI::Windows::System::Display::IDisplayRequest * displayRequest = (ABI::Windows::System::Display::IDisplayRequest *) driverdata->displayRequest;
|
|
if (_this->suspend_screensaver) {
|
|
displayRequest->RequestActive();
|
|
} else {
|
|
displayRequest->RequestRelease();
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|