mirror of
https://github.com/Ryujinx/SDL.git
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856 lines
34 KiB
C++
856 lines
34 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 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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/* 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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/* 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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#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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/* SDL includes */
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extern "C" {
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#include "SDL_assert.h"
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#include "SDL_events.h"
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#include "SDL_hints.h"
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#include "SDL_log.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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#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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#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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// 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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// 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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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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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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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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static void SDLCALL
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WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
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{
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SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
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/* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
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* from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
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* is getting registered.
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*
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* TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
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*/
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if ((oldValue == NULL) && (newValue == NULL)) {
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return;
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}
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// Start with no orientation flags, then add each in as they're parsed
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// from newValue.
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unsigned int orientationFlags = 0;
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if (newValue) {
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std::istringstream tokenizer(newValue);
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while (!tokenizer.eof()) {
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std::string orientationName;
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std::getline(tokenizer, orientationName, ' ');
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if (orientationName == "LandscapeLeft") {
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orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
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} else if (orientationName == "LandscapeRight") {
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orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
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} else if (orientationName == "Portrait") {
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orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
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} else if (orientationName == "PortraitUpsideDown") {
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orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
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}
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}
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}
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// If no valid orientation flags were specified, use a reasonable set of defaults:
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if (!orientationFlags) {
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// TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
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orientationFlags = (unsigned int) ( \
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DisplayOrientations::Landscape |
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DisplayOrientations::LandscapeFlipped |
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DisplayOrientations::Portrait |
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DisplayOrientations::PortraitFlipped);
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}
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// Set the orientation/rotation preferences. Please note that this does
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// not constitute a 100%-certain lock of a given set of possible
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// orientations. According to Microsoft's documentation on WinRT [1]
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// when a device is not capable of being rotated, Windows may ignore
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// the orientation preferences, and stick to what the device is capable of
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// displaying.
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//
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// [1] Documentation on the 'InitialRotationPreference' setting for a
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// Windows app's manifest file describes how some orientation/rotation
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// preferences may be ignored. See
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// http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
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// for details. Microsoft's "Display orientation sample" also gives an
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// outline of how Windows treats device rotation
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// (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
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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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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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#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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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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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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WINRT_UpdateWindowFlags(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
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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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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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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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CoreApplication::Suspending +=
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ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
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CoreApplication::Resuming +=
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ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
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CoreApplication::Exiting +=
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ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
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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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#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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WINRT_ProcessWindowSizeChange();
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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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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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window->SizeChanged +=
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ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
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window->VisibilityChanged +=
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ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
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window->Activated +=
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ref new TypedEventHandler<CoreWindow^, WindowActivatedEventArgs^>(this, &SDL_WinRTApp::OnWindowActivated);
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window->Closed +=
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ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
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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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window->PointerPressed +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
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window->PointerMoved +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
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window->PointerReleased +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
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window->PointerEntered +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerEntered);
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window->PointerExited +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerExited);
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window->PointerWheelChanged +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
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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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window->KeyDown +=
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ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
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window->KeyUp +=
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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 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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#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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// Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
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// TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly.
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SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
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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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void SDL_WinRTApp::Load(Platform::String^ entryPoint)
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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 = 0;
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char **argv = NULL;
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WINRT_SDLAppEntryPoint(argc, argv);
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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);
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for (int i = 0; i < count; ++i) {
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if (events[i].window.event == windowEventID) {
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return true;
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}
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}
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return false;
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}
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bool SDL_WinRTApp::ShouldWaitForAppResumeEvents()
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{
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/* Don't wait if the app is visible: */
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if (m_windowVisible) {
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return false;
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}
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/* Don't wait until the window-hide events finish processing.
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* Do note that if an app-suspend event is sent (as indicated
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* by SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND
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* events), then this code may be a moot point, as WinRT's
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* own event pump (aka ProcessEvents()) will pause regardless
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|
* of what we do here. This happens on Windows Phone 8, to note.
|
|
* Windows 8.x apps, on the other hand, may get a chance to run
|
|
* these.
|
|
*/
|
|
if (IsSDLWindowEventPending(SDL_WINDOWEVENT_HIDDEN)) {
|
|
return false;
|
|
} else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_FOCUS_LOST)) {
|
|
return false;
|
|
} else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_MINIMIZED)) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void SDL_WinRTApp::PumpEvents()
|
|
{
|
|
if (!m_windowClosed) {
|
|
if (!ShouldWaitForAppResumeEvents()) {
|
|
/* This is the normal way in which events should be pumped.
|
|
* 'ProcessAllIfPresent' will make ProcessEvents() process anywhere
|
|
* from zero to N events, and will then return.
|
|
*/
|
|
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
|
|
} else {
|
|
/* This style of event-pumping, with 'ProcessOneAndAllPending',
|
|
* will cause anywhere from one to N events to be processed. If
|
|
* at least one event is processed, the call will return. If
|
|
* no events are pending, then the call will wait until one is
|
|
* available, and will not return (to the caller) until this
|
|
* happens! This should only occur when the app is hidden.
|
|
*/
|
|
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SDL_WinRTApp::Uninitialize()
|
|
{
|
|
}
|
|
|
|
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
|
void SDL_WinRTApp::OnSettingsPaneCommandsRequested(
|
|
Windows::UI::ApplicationSettings::SettingsPane ^p,
|
|
Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args)
|
|
{
|
|
using namespace Platform;
|
|
using namespace Windows::UI::ApplicationSettings;
|
|
using namespace Windows::UI::Popups;
|
|
|
|
String ^privacyPolicyURL = nullptr; // a URL to an app's Privacy Policy
|
|
String ^privacyPolicyLabel = nullptr; // label/link text
|
|
const char *tmpHintValue = NULL; // SDL_GetHint-retrieved value, used immediately
|
|
wchar_t *tmpStr = NULL; // used for UTF8 to UCS2 conversion
|
|
|
|
// Setup a 'Privacy Policy' link, if one is available (via SDL_GetHint):
|
|
tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_URL);
|
|
if (tmpHintValue && tmpHintValue[0] != '\0') {
|
|
// Convert the privacy policy's URL to UCS2:
|
|
tmpStr = WIN_UTF8ToString(tmpHintValue);
|
|
privacyPolicyURL = ref new String(tmpStr);
|
|
SDL_free(tmpStr);
|
|
|
|
// Optionally retrieve custom label-text for the link. If this isn't
|
|
// available, a default value will be used instead.
|
|
tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_LABEL);
|
|
if (tmpHintValue && tmpHintValue[0] != '\0') {
|
|
tmpStr = WIN_UTF8ToString(tmpHintValue);
|
|
privacyPolicyLabel = ref new String(tmpStr);
|
|
SDL_free(tmpStr);
|
|
} else {
|
|
privacyPolicyLabel = ref new String(L"Privacy Policy");
|
|
}
|
|
|
|
// Register the link, along with a handler to be called if and when it is
|
|
// clicked:
|
|
auto cmd = ref new SettingsCommand(L"privacyPolicy", privacyPolicyLabel,
|
|
ref new UICommandInvokedHandler([=](IUICommand ^) {
|
|
Windows::System::Launcher::LaunchUriAsync(ref new Uri(privacyPolicyURL));
|
|
}));
|
|
args->Request->ApplicationCommands->Append(cmd);
|
|
}
|
|
}
|
|
#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
|
|
|
void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
|
|
{
|
|
#if LOG_WINDOW_EVENTS==1
|
|
SDL_Log("%s, size={%f,%f}, bounds={%f,%f,%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
|
|
__FUNCTION__,
|
|
args->Size.Width, args->Size.Height,
|
|
sender->Bounds.X, sender->Bounds.Y, sender->Bounds.Width, sender->Bounds.Height,
|
|
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
|
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
|
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
|
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
|
#endif
|
|
|
|
WINRT_ProcessWindowSizeChange();
|
|
}
|
|
|
|
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
|
|
{
|
|
#if LOG_WINDOW_EVENTS==1
|
|
SDL_Log("%s, visible?=%s, bounds={%f,%f,%f,%f}, WINRT_GlobalSDLWindow?=%s\n",
|
|
__FUNCTION__,
|
|
(args->Visible ? "yes" : "no"),
|
|
sender->Bounds.X, sender->Bounds.Y,
|
|
sender->Bounds.Width, sender->Bounds.Height,
|
|
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
|
#endif
|
|
|
|
m_windowVisible = args->Visible;
|
|
if (WINRT_GlobalSDLWindow) {
|
|
SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
|
|
Uint32 latestWindowFlags = WINRT_DetectWindowFlags(WINRT_GlobalSDLWindow);
|
|
if (args->Visible) {
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_GAINED, 0, 0);
|
|
if (latestWindowFlags & SDL_WINDOW_MAXIMIZED) {
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
|
|
} else {
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0);
|
|
}
|
|
} else {
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_LOST, 0, 0);
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
|
|
}
|
|
|
|
// HACK: Prevent SDL's window-hide handling code, which currently
|
|
// triggers a fake window resize (possibly erronously), from
|
|
// marking the SDL window's surface as invalid.
|
|
//
|
|
// A better solution to this probably involves figuring out if the
|
|
// fake window resize can be prevented.
|
|
WINRT_GlobalSDLWindow->surface_valid = wasSDLWindowSurfaceValid;
|
|
}
|
|
}
|
|
|
|
void SDL_WinRTApp::OnWindowActivated(CoreWindow^ sender, WindowActivatedEventArgs^ args)
|
|
{
|
|
#if LOG_WINDOW_EVENTS==1
|
|
SDL_Log("%s, WINRT_GlobalSDLWindow?=%s\n\n",
|
|
__FUNCTION__,
|
|
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
|
#endif
|
|
|
|
/* There's no property in Win 8.x to tell whether a window is active or
|
|
not. [De]activation events are, however, sent to the app. We'll just
|
|
record those, in case the CoreWindow gets wrapped by an SDL_Window at
|
|
some future time.
|
|
*/
|
|
sender->CustomProperties->Insert("SDLHelperWindowActivationState", args->WindowActivationState);
|
|
|
|
SDL_Window * window = WINRT_GlobalSDLWindow;
|
|
if (window) {
|
|
if (args->WindowActivationState != CoreWindowActivationState::Deactivated) {
|
|
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
|
if (SDL_GetKeyboardFocus() != window) {
|
|
SDL_SetKeyboardFocus(window);
|
|
}
|
|
|
|
/* Send a mouse-motion event as appropriate.
|
|
This doesn't work when called from OnPointerEntered, at least
|
|
not in WinRT CoreWindow apps (as OnPointerEntered doesn't
|
|
appear to be called after window-reactivation, at least not
|
|
in Windows 10, Build 10586.3 (November 2015 update, non-beta).
|
|
|
|
Don't do it on WinPhone 8.0 though, as CoreWindow's 'PointerPosition'
|
|
property isn't available.
|
|
*/
|
|
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION >= NTDDI_WINBLUE)
|
|
Point cursorPos = WINRT_TransformCursorPosition(window, sender->PointerPosition, TransformToSDLWindowSize);
|
|
SDL_SendMouseMotion(window, 0, 0, (int)cursorPos.X, (int)cursorPos.Y);
|
|
#endif
|
|
|
|
/* TODO, WinRT: see if the Win32 bugfix from https://hg.libsdl.org/SDL/rev/d278747da408 needs to be applied (on window activation) */
|
|
//WIN_CheckAsyncMouseRelease(data);
|
|
|
|
/* TODO, WinRT: implement clipboard support, if possible */
|
|
///*
|
|
// * FIXME: Update keyboard state
|
|
// */
|
|
//WIN_CheckClipboardUpdate(data->videodata);
|
|
|
|
// HACK: Resetting the mouse-cursor here seems to fix
|
|
// https://bugzilla.libsdl.org/show_bug.cgi?id=3217, whereby a
|
|
// WinRT app's mouse cursor may switch to Windows' 'wait' cursor,
|
|
// after a user alt-tabs back into a full-screened SDL app.
|
|
// This bug does not appear to reproduce 100% of the time.
|
|
// It may be a bug in Windows itself (v.10.0.586.36, as tested,
|
|
// and the most-recent as of this writing).
|
|
SDL_SetCursor(NULL);
|
|
} else {
|
|
if (SDL_GetKeyboardFocus() == window) {
|
|
SDL_SetKeyboardFocus(NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
|
|
{
|
|
#if LOG_WINDOW_EVENTS==1
|
|
SDL_Log("%s\n", __FUNCTION__);
|
|
#endif
|
|
m_windowClosed = true;
|
|
}
|
|
|
|
void SDL_WinRTApp::OnAppActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
|
|
{
|
|
CoreWindow::GetForCurrentThread()->Activate();
|
|
}
|
|
|
|
void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
|
|
{
|
|
// Save app state asynchronously after requesting a deferral. Holding a deferral
|
|
// indicates that the application is busy performing suspending operations. Be
|
|
// aware that a deferral may not be held indefinitely. After about five seconds,
|
|
// the app will be forced to exit.
|
|
|
|
// ... but first, let the app know it's about to go to the background.
|
|
// The separation of events may be important, given that the deferral
|
|
// runs in a separate thread. This'll make SDL_APP_WILLENTERBACKGROUND
|
|
// the only event among the two that runs in the main thread. Given
|
|
// that a few WinRT operations can only be done from the main thread
|
|
// (things that access the WinRT CoreWindow are one example of this),
|
|
// this could be important.
|
|
SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND);
|
|
|
|
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
|
|
create_task([this, deferral]()
|
|
{
|
|
// Send an app did-enter-background event immediately to observers.
|
|
// CoreDispatcher::ProcessEvents, which is the backbone on which
|
|
// SDL_WinRTApp::PumpEvents is built, will not return to its caller
|
|
// once it sends out a suspend event. Any events posted to SDL's
|
|
// event queue won't get received until the WinRT app is resumed.
|
|
// SDL_AddEventWatch() may be used to receive app-suspend events on
|
|
// WinRT.
|
|
SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND);
|
|
|
|
// Let the Direct3D 11 renderer prepare for the app to be backgrounded.
|
|
// This is necessary for Windows 8.1, possibly elsewhere in the future.
|
|
// More details at: http://msdn.microsoft.com/en-us/library/windows/apps/Hh994929.aspx
|
|
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
|
if (WINRT_GlobalSDLWindow) {
|
|
SDL_Renderer * renderer = SDL_GetRenderer(WINRT_GlobalSDLWindow);
|
|
if (renderer && (SDL_strcmp(renderer->info.name, "direct3d11") == 0)) {
|
|
D3D11_Trim(renderer);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
deferral->Complete();
|
|
});
|
|
}
|
|
|
|
void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
|
|
{
|
|
// Restore any data or state that was unloaded on suspend. By default, data
|
|
// and state are persisted when resuming from suspend. Note that these events
|
|
// do not occur if the app was previously terminated.
|
|
SDL_SendAppEvent(SDL_APP_WILLENTERFOREGROUND);
|
|
SDL_SendAppEvent(SDL_APP_DIDENTERFOREGROUND);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnExiting(Platform::Object^ sender, Platform::Object^ args)
|
|
{
|
|
SDL_SendAppEvent(SDL_APP_TERMINATING);
|
|
}
|
|
|
|
static void
|
|
WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^ args, Windows::Foundation::Point transformedPoint)
|
|
{
|
|
Windows::UI::Input::PointerPoint ^ pt = args->CurrentPoint;
|
|
SDL_Log("%s: Position={%f,%f}, Transformed Pos={%f, %f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, SDL button=%d\n",
|
|
header,
|
|
pt->Position.X, pt->Position.Y,
|
|
transformedPoint.X, transformedPoint.Y,
|
|
pt->Properties->MouseWheelDelta,
|
|
pt->FrameId,
|
|
pt->PointerId,
|
|
WINRT_GetSDLButtonForPointerPoint(pt));
|
|
}
|
|
|
|
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
|
|
{
|
|
#if LOG_POINTER_EVENTS
|
|
WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
|
#endif
|
|
|
|
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
|
|
{
|
|
#if LOG_POINTER_EVENTS
|
|
WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
|
#endif
|
|
|
|
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
|
|
{
|
|
#if LOG_POINTER_EVENTS
|
|
WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
|
#endif
|
|
|
|
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnPointerEntered(CoreWindow^ sender, PointerEventArgs^ args)
|
|
{
|
|
#if LOG_POINTER_EVENTS
|
|
WINRT_LogPointerEvent("pointer entered", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
|
#endif
|
|
|
|
WINRT_ProcessPointerEnteredEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnPointerExited(CoreWindow^ sender, PointerEventArgs^ args)
|
|
{
|
|
#if LOG_POINTER_EVENTS
|
|
WINRT_LogPointerEvent("pointer exited", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
|
#endif
|
|
|
|
WINRT_ProcessPointerExitedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
|
|
{
|
|
#if LOG_POINTER_EVENTS
|
|
WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
|
#endif
|
|
|
|
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
|
|
{
|
|
WINRT_ProcessMouseMovedEvent(WINRT_GlobalSDLWindow, args);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
|
{
|
|
WINRT_ProcessKeyDownEvent(args);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
|
{
|
|
WINRT_ProcessKeyUpEvent(args);
|
|
}
|
|
|
|
void SDL_WinRTApp::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
|
|
{
|
|
WINRT_ProcessCharacterReceivedEvent(args);
|
|
}
|
|
|
|
template <typename BackButtonEventArgs>
|
|
static void WINRT_OnBackButtonPressed(BackButtonEventArgs ^ args)
|
|
{
|
|
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_AC_BACK);
|
|
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_AC_BACK);
|
|
|
|
if (SDL_GetHintBoolean(SDL_HINT_WINRT_HANDLE_BACK_BUTTON, SDL_FALSE)) {
|
|
args->Handled = true;
|
|
}
|
|
}
|
|
|
|
#if NTDDI_VERSION >= NTDDI_WIN10
|
|
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
|
|
|
|
{
|
|
WINRT_OnBackButtonPressed(args);
|
|
}
|
|
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
|
|
|
|
{
|
|
WINRT_OnBackButtonPressed(args);
|
|
}
|
|
#endif
|
|
|
|
#if NTDDI_VERSION >= NTDDI_WIN10
|
|
void SDL_WinRTApp::OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad)
|
|
{
|
|
/* HACK ALERT: Nothing needs to be done here, as this method currently
|
|
only exists to allow something to be registered with Win10's
|
|
GamepadAdded event, an operation that seems to be necessary to get
|
|
Xinput-based detection to work on Xbox One.
|
|
*/
|
|
}
|
|
#endif
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|