mirror of
https://github.com/encounter/SDL.git
synced 2025-05-21 06:41:40 +00:00
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.
643 lines
26 KiB
C++
643 lines
26 KiB
C++
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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_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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// 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 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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// 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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DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags;
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}
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static void
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WINRT_ProcessWindowSizeChange()
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{
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// Make the new window size be the one true fullscreen mode.
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// This change was initially done, in part, to allow the Direct3D 11.1
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// renderer to receive window-resize events as a device rotates.
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// Before, rotating a device from landscape, to portrait, and then
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// back to landscape would cause the Direct3D 11.1 swap buffer to
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// not get resized appropriately. SDL would, on the rotation from
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// landscape to portrait, re-resize the SDL window to it's initial
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// size (landscape). On the subsequent rotation, SDL would drop the
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// window-resize event as it appeared the SDL window didn't change
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// size, and the Direct3D 11.1 renderer wouldn't resize its swap
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// chain.
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SDL_DisplayMode resizedDisplayMode;
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if (WINRT_CalcDisplayModeUsingNativeWindow(&resizedDisplayMode) != 0) {
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return;
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}
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if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
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if (resizedDisplayMode.driverdata) {
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SDL_free(resizedDisplayMode.driverdata);
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}
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return;
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}
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SDL_DisplayMode oldDisplayMode;
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SDL_zero(oldDisplayMode);
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if (WINRT_GlobalSDLVideoDevice) {
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oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
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if (WINRT_DuplicateDisplayMode(&(WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode), &resizedDisplayMode) != 0) {
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SDL_free(resizedDisplayMode.driverdata);
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return;
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}
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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if (WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata) {
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SDL_free(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata);
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}
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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}
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if (WINRT_GlobalSDLWindow) {
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// Send a window-resize event to the rest of SDL, and to apps:
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_RESIZED,
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resizedDisplayMode.w,
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resizedDisplayMode.h);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// HACK: On Windows Phone, make sure that orientation changes from
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// Landscape to LandscapeFlipped, Portrait to PortraitFlipped,
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// or vice-versa on either of those two, lead to the Direct3D renderer
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// getting updated.
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const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
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const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)resizedDisplayMode.driverdata)->currentOrientation;
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if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
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(oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
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(oldOrientation == DisplayOrientations::Portrait && newOrientation == DisplayOrientations::PortraitFlipped) ||
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(oldOrientation == DisplayOrientations::PortraitFlipped && newOrientation == DisplayOrientations::Portrait))
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{
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// One of the reasons this event is getting sent out is because SDL
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// will ignore requests to send out SDL_WINDOWEVENT_RESIZED events
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// if and when the event size doesn't change (and the Direct3D 11.1
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// renderer doesn't get the memo).
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//
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// Make sure that the display/window size really didn't change. If
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// it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and
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// the Direct3D 11.1 renderer picked it up, presumably.
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if (oldDisplayMode.w == resizedDisplayMode.w &&
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oldDisplayMode.h == resizedDisplayMode.h)
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{
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_SIZE_CHANGED,
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resizedDisplayMode.w,
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resizedDisplayMode.h);
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}
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}
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#endif
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}
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if (oldDisplayMode.driverdata) {
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SDL_free(oldDisplayMode.driverdata);
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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::OnActivated);
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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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DisplayProperties::OrientationChanged +=
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ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
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// Register the hint, SDL_HINT_ORIENTATIONS, with SDL. This needs to be
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// done before the hint's callback is registered (as of Feb 22, 2013),
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// otherwise the hint callback won't get registered.
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//
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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_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback)
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SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
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}
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void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
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{
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#if LOG_ORIENTATION_EVENTS==1
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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 Size={%f,%f}\n",
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__FUNCTION__,
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(int)DisplayProperties::CurrentOrientation,
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(int)DisplayProperties::NativeOrientation,
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(int)DisplayProperties::AutoRotationPreferences,
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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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(int)DisplayProperties::CurrentOrientation,
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(int)DisplayProperties::NativeOrientation,
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(int)DisplayProperties::AutoRotationPreferences);
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}
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#endif
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// On Windows Phone, treat an orientation change as a change in window size.
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// The native window's size doesn't seem to change, however SDL will simulate
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// a window size change.
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WINRT_ProcessWindowSizeChange();
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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 Size={%f,%f}\n",
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__FUNCTION__,
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(int)DisplayProperties::CurrentOrientation,
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(int)DisplayProperties::NativeOrientation,
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(int)DisplayProperties::AutoRotationPreferences,
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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->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->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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#if 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 WINAPI_FAMILY == WINAPI_FAMILY_APP // 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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void SDL_WinRTApp::PumpEvents()
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{
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if (!m_windowClosed)
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{
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if (m_windowVisible)
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
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}
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else
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{
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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}
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void SDL_WinRTApp::Uninitialize()
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{
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}
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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void SDL_WinRTApp::OnSettingsPaneCommandsRequested(
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Windows::UI::ApplicationSettings::SettingsPane ^p,
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Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args)
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{
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using namespace Platform;
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using namespace Windows::UI::ApplicationSettings;
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using namespace Windows::UI::Popups;
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String ^privacyPolicyURL = nullptr; // a URL to an app's Privacy Policy
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String ^privacyPolicyLabel = nullptr; // label/link text
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const char *tmpHintValue = NULL; // SDL_GetHint-retrieved value, used immediately
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wchar_t *tmpStr = NULL; // used for UTF8 to UCS2 conversion
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// Setup a 'Privacy Policy' link, if one is available (via SDL_GetHint):
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tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_URL);
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if (tmpHintValue && tmpHintValue[0] != '\0') {
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// Convert the privacy policy's URL to UCS2:
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tmpStr = WIN_UTF8ToString(tmpHintValue);
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privacyPolicyURL = ref new String(tmpStr);
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SDL_free(tmpStr);
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// Optionally retrieve custom label-text for the link. If this isn't
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// available, a default value will be used instead.
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tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_LABEL);
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if (tmpHintValue && tmpHintValue[0] != '\0') {
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tmpStr = WIN_UTF8ToString(tmpHintValue);
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privacyPolicyLabel = ref new String(tmpStr);
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SDL_free(tmpStr);
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} else {
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privacyPolicyLabel = ref new String(L"Privacy Policy");
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}
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// Register the link, along with a handler to be called if and when it is
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// clicked:
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auto cmd = ref new SettingsCommand(L"privacyPolicy", privacyPolicyLabel,
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ref new UICommandInvokedHandler([=](IUICommand ^) {
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Windows::System::Launcher::LaunchUriAsync(ref new Uri(privacyPolicyURL));
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}));
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args->Request->ApplicationCommands->Append(cmd);
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}
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}
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#endif // if WINAPI_FAMILY == WINAPI_FAMILY_APP
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void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
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__FUNCTION__,
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args->Size.Width, args->Size.Height,
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(int)DisplayProperties::CurrentOrientation,
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(int)DisplayProperties::NativeOrientation,
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(int)DisplayProperties::AutoRotationPreferences,
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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WINRT_ProcessWindowSizeChange();
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}
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void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, visible?=%s, WINRT_GlobalSDLWindow?=%s\n",
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__FUNCTION__,
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(args->Visible ? "yes" : "no"),
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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m_windowVisible = args->Visible;
|
|
if (WINRT_GlobalSDLWindow) {
|
|
SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
|
|
|
|
if (args->Visible) {
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
|
} else {
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 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::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
|
|
{
|
|
#if LOG_WINDOW_EVENTS==1
|
|
SDL_Log("%s\n", __FUNCTION__);
|
|
#endif
|
|
m_windowClosed = true;
|
|
}
|
|
|
|
void SDL_WinRTApp::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
|
|
{
|
|
CoreWindow::GetForCurrentThread()->Activate();
|
|
}
|
|
|
|
static int SDLCALL RemoveAppSuspendAndResumeEvents(void * userdata, SDL_Event * event)
|
|
{
|
|
if (event->type == SDL_WINDOWEVENT)
|
|
{
|
|
switch (event->window.event)
|
|
{
|
|
case SDL_WINDOWEVENT_MINIMIZED:
|
|
case SDL_WINDOWEVENT_RESTORED:
|
|
// Return 0 to indicate that the event should be removed from the
|
|
// event queue:
|
|
return 0;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Return 1 to indicate that the event should stay in the event queue:
|
|
return 1;
|
|
}
|
|
|
|
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.
|
|
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
|
|
create_task([this, deferral]()
|
|
{
|
|
// Send a window-minimized 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.
|
|
//
|
|
// In order to prevent app-suspend events from being received twice:
|
|
// first via a callback passed to SDL_AddEventWatch, and second via
|
|
// SDL's event queue, the event will be sent to SDL, then immediately
|
|
// removed from the queue.
|
|
if (WINRT_GlobalSDLWindow)
|
|
{
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
|
|
SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
|
|
}
|
|
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 this event
|
|
// does not occur if the app was previously terminated.
|
|
if (WINRT_GlobalSDLWindow)
|
|
{
|
|
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
|
|
|
|
// Remove the app-resume event from the queue, as is done with the
|
|
// app-suspend event.
|
|
//
|
|
// TODO, WinRT: consider posting this event to the queue even though
|
|
// its counterpart, the app-suspend event, effectively has to be
|
|
// processed immediately.
|
|
SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
|
|
}
|
|
}
|
|
|
|
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::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);
|
|
}
|
|
|
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
|
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
|
|
{
|
|
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_AC_BACK);
|
|
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_AC_BACK);
|
|
|
|
const char *hint = SDL_GetHint(SDL_HINT_WINRT_HANDLE_BACK_BUTTON);
|
|
if (hint) {
|
|
if (*hint == '1') {
|
|
args->Handled = true;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|