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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely, subject to the following restrictions:
- 1. The origin of this software must not be misrepresented; you must not
- claim that you wrote the original software. If you use this software
- in a product, an acknowledgment in the product documentation would be
- appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and must not be
- misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source distribution.
- */
- #include "../../SDL_internal.h"
- /* Standard C++11 includes */
- #include <functional>
- #include <string>
- #include <sstream>
- using namespace std;
- /* Windows includes */
- #include "ppltasks.h"
- using namespace concurrency;
- using namespace Windows::ApplicationModel;
- using namespace Windows::ApplicationModel::Core;
- using namespace Windows::ApplicationModel::Activation;
- using namespace Windows::Devices::Input;
- using namespace Windows::Graphics::Display;
- using namespace Windows::Foundation;
- using namespace Windows::System;
- using namespace Windows::UI::Core;
- using namespace Windows::UI::Input;
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- using namespace Windows::Phone::UI::Input;
- #endif
- /* SDL includes */
- extern "C" {
- #include "SDL_events.h"
- #include "SDL_hints.h"
- #include "SDL_main.h"
- #include "SDL_stdinc.h"
- #include "SDL_render.h"
- #include "../../video/SDL_sysvideo.h"
- //#include "../../SDL_hints_c.h"
- #include "../../events/SDL_events_c.h"
- #include "../../events/SDL_keyboard_c.h"
- #include "../../events/SDL_mouse_c.h"
- #include "../../events/SDL_windowevents_c.h"
- #include "../../render/SDL_sysrender.h"
- #include "../windows/SDL_windows.h"
- }
- #include "../../video/winrt/SDL_winrtevents_c.h"
- #include "../../video/winrt/SDL_winrtvideo_cpp.h"
- #include "SDL_winrtapp_common.h"
- #include "SDL_winrtapp_direct3d.h"
- #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
- /* Calling IDXGIDevice3::Trim on the active Direct3D 11.x device is necessary
- * when Windows 8.1 apps are about to get suspended.
- */
- extern "C" void D3D11_Trim(SDL_Renderer *);
- #endif
- // Compile-time debugging options:
- // To enable, uncomment; to disable, comment them out.
- //#define LOG_POINTER_EVENTS 1
- //#define LOG_WINDOW_EVENTS 1
- //#define LOG_ORIENTATION_EVENTS 1
- // HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
- // SDL/WinRT will use this throughout its code.
- //
- // TODO, WinRT: consider replacing SDL_WinRTGlobalApp with something
- // non-global, such as something created inside
- // SDL_InitSubSystem(SDL_INIT_VIDEO), or something inside
- // SDL_CreateWindow().
- SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr;
- ref class SDLApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
- {
- public:
- virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
- };
- IFrameworkView^ SDLApplicationSource::CreateView()
- {
- // TODO, WinRT: see if this function (CreateView) can ever get called
- // more than once. For now, just prevent it from ever assigning
- // SDL_WinRTGlobalApp more than once.
- SDL_assert(!SDL_WinRTGlobalApp);
- SDL_WinRTApp ^ app = ref new SDL_WinRTApp();
- if (!SDL_WinRTGlobalApp)
- {
- SDL_WinRTGlobalApp = app;
- }
- return app;
- }
- int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
- {
- WINRT_SDLAppEntryPoint = mainFunction;
- auto direct3DApplicationSource = ref new SDLApplicationSource();
- CoreApplication::Run(direct3DApplicationSource);
- return 0;
- }
- static void SDLCALL
- WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
- {
- SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
- /* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
- * from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
- * is getting registered.
- *
- * TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
- */
- if ((oldValue == NULL) && (newValue == NULL)) {
- return;
- }
- // Start with no orientation flags, then add each in as they're parsed
- // from newValue.
- unsigned int orientationFlags = 0;
- if (newValue) {
- std::istringstream tokenizer(newValue);
- while (!tokenizer.eof()) {
- std::string orientationName;
- std::getline(tokenizer, orientationName, ' ');
- if (orientationName == "LandscapeLeft") {
- orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
- } else if (orientationName == "LandscapeRight") {
- orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
- } else if (orientationName == "Portrait") {
- orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
- } else if (orientationName == "PortraitUpsideDown") {
- orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
- }
- }
- }
- // If no valid orientation flags were specified, use a reasonable set of defaults:
- if (!orientationFlags) {
- // TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
- orientationFlags = (unsigned int) ( \
- DisplayOrientations::Landscape |
- DisplayOrientations::LandscapeFlipped |
- DisplayOrientations::Portrait |
- DisplayOrientations::PortraitFlipped);
- }
- // Set the orientation/rotation preferences. Please note that this does
- // not constitute a 100%-certain lock of a given set of possible
- // orientations. According to Microsoft's documentation on WinRT [1]
- // when a device is not capable of being rotated, Windows may ignore
- // the orientation preferences, and stick to what the device is capable of
- // displaying.
- //
- // [1] Documentation on the 'InitialRotationPreference' setting for a
- // Windows app's manifest file describes how some orientation/rotation
- // preferences may be ignored. See
- // http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
- // for details. Microsoft's "Display orientation sample" also gives an
- // outline of how Windows treats device rotation
- // (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
- }
- static void
- WINRT_ProcessWindowSizeChange() // TODO: Pass an SDL_Window-identifying thing into WINRT_ProcessWindowSizeChange()
- {
- CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread();
- if (coreWindow) {
- if (WINRT_GlobalSDLWindow) {
- SDL_Window * window = WINRT_GlobalSDLWindow;
- SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
- int x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
- int y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
- int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
- int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
- #if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
- /* WinPhone 8.0 always keeps its native window size in portrait,
- regardless of orientation. This changes in WinPhone 8.1,
- in which the native window's size changes along with
- orientation.
- Attempt to emulate WinPhone 8.1's behavior on WinPhone 8.0, with
- regards to window size. This fixes a rendering bug that occurs
- when a WinPhone 8.0 app is rotated to either 90 or 270 degrees.
- */
- const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
- switch (currentOrientation) {
- case DisplayOrientations::Landscape:
- case DisplayOrientations::LandscapeFlipped: {
- int tmp = w;
- w = h;
- h = tmp;
- } break;
- }
- #endif
- const Uint32 latestFlags = WINRT_DetectWindowFlags(window);
- if (latestFlags & SDL_WINDOW_MAXIMIZED) {
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
- } else {
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
- }
- WINRT_UpdateWindowFlags(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
- /* The window can move during a resize event, such as when maximizing
- or resizing from a corner */
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
- SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
- }
- }
- }
- SDL_WinRTApp::SDL_WinRTApp() :
- m_windowClosed(false),
- m_windowVisible(true)
- {
- }
- void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
- {
- applicationView->Activated +=
- ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnAppActivated);
- CoreApplication::Suspending +=
- ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
- CoreApplication::Resuming +=
- ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
- CoreApplication::Exiting +=
- ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
- #if NTDDI_VERSION >= NTDDI_WIN10
- /* HACK ALERT! Xbox One doesn't seem to detect gamepads unless something
- gets registered to receive Win10's Windows.Gaming.Input.Gamepad.GamepadAdded
- events. We'll register an event handler for these events here, to make
- sure that gamepad detection works later on, if requested.
- */
- Windows::Gaming::Input::Gamepad::GamepadAdded +=
- ref new Windows::Foundation::EventHandler<Windows::Gaming::Input::Gamepad^>(
- this, &SDL_WinRTApp::OnGamepadAdded
- );
- #endif
- }
- #if NTDDI_VERSION > NTDDI_WIN8
- void SDL_WinRTApp::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
- #else
- void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
- #endif
- {
- #if LOG_ORIENTATION_EVENTS==1
- {
- CoreWindow^ window = CoreWindow::GetForCurrentThread();
- if (window) {
- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Bounds={%f,%f,%f,%f}\n",
- __FUNCTION__,
- WINRT_DISPLAY_PROPERTY(CurrentOrientation),
- WINRT_DISPLAY_PROPERTY(NativeOrientation),
- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
- window->Bounds.X,
- window->Bounds.Y,
- window->Bounds.Width,
- window->Bounds.Height);
- } else {
- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
- __FUNCTION__,
- WINRT_DISPLAY_PROPERTY(CurrentOrientation),
- WINRT_DISPLAY_PROPERTY(NativeOrientation),
- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
- }
- }
- #endif
- WINRT_ProcessWindowSizeChange();
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- // HACK: Make sure that orientation changes
- // lead to the Direct3D renderer's viewport getting updated:
- //
- // For some reason, this doesn't seem to need to be done on Windows 8.x,
- // even when going from Landscape to LandscapeFlipped. It only seems to
- // be needed on Windows Phone, at least when I tested on my devices.
- // I'm not currently sure why this is, but it seems to work fine. -- David L.
- //
- // 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
- SDL_Window * window = WINRT_GlobalSDLWindow;
- if (window) {
- SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
- int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
- int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
- SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SIZE_CHANGED, w, h);
- }
- #endif
- }
- void SDL_WinRTApp::SetWindow(CoreWindow^ window)
- {
- #if LOG_WINDOW_EVENTS==1
- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window bounds={%f, %f, %f,%f}\n",
- __FUNCTION__,
- WINRT_DISPLAY_PROPERTY(CurrentOrientation),
- WINRT_DISPLAY_PROPERTY(NativeOrientation),
- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
- window->Bounds.X,
- window->Bounds.Y,
- window->Bounds.Width,
- window->Bounds.Height);
- #endif
- window->SizeChanged +=
- ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
- window->VisibilityChanged +=
- ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
- window->Activated +=
- ref new TypedEventHandler<CoreWindow^, WindowActivatedEventArgs^>(this, &SDL_WinRTApp::OnWindowActivated);
- window->Closed +=
- ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
- #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
- #endif
- window->PointerPressed +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
- window->PointerMoved +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
- window->PointerReleased +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
- window->PointerEntered +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerEntered);
- window->PointerExited +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerExited);
- window->PointerWheelChanged +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
- #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- // Retrieves relative-only mouse movements:
- Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved +=
- ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &SDL_WinRTApp::OnMouseMoved);
- #endif
- window->KeyDown +=
- ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
- window->KeyUp +=
- ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
- window->CharacterReceived +=
- ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);
- #if NTDDI_VERSION >= NTDDI_WIN10
- Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->BackRequested +=
- ref new EventHandler<BackRequestedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
- #elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- HardwareButtons::BackPressed +=
- ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
- #endif
- #if NTDDI_VERSION > NTDDI_WIN8
- DisplayInformation::GetForCurrentView()->OrientationChanged +=
- ref new TypedEventHandler<Windows::Graphics::Display::DisplayInformation^, Object^>(this, &SDL_WinRTApp::OnOrientationChanged);
- #else
- DisplayProperties::OrientationChanged +=
- ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
- #endif
- // Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
- // 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.
- SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
- #if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // for Windows 8/8.1/RT apps... (and not Phone apps)
- // Make sure we know when a user has opened the app's settings pane.
- // This is needed in order to display a privacy policy, which needs
- // to be done for network-enabled apps, as per Windows Store requirements.
- using namespace Windows::UI::ApplicationSettings;
- SettingsPane::GetForCurrentView()->CommandsRequested +=
- ref new TypedEventHandler<SettingsPane^, SettingsPaneCommandsRequestedEventArgs^>
- (this, &SDL_WinRTApp::OnSettingsPaneCommandsRequested);
- #endif
- }
- void SDL_WinRTApp::Load(Platform::String^ entryPoint)
- {
- }
- void SDL_WinRTApp::Run()
- {
- SDL_SetMainReady();
- if (WINRT_SDLAppEntryPoint)
- {
- // TODO, WinRT: pass the C-style main() a reasonably realistic
- // representation of command line arguments.
- int argc = 0;
- char **argv = NULL;
- WINRT_SDLAppEntryPoint(argc, argv);
- }
- }
- static bool IsSDLWindowEventPending(SDL_WindowEventID windowEventID)
- {
- SDL_Event events[128];
- const int count = SDL_PeepEvents(events, sizeof(events)/sizeof(SDL_Event), SDL_PEEKEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT);
- for (int i = 0; i < count; ++i) {
- if (events[i].window.event == windowEventID) {
- return true;
- }
- }
- return false;
- }
- bool SDL_WinRTApp::ShouldWaitForAppResumeEvents()
- {
- /* Don't wait if the app is visible: */
- if (m_windowVisible) {
- return false;
- }
-
- /* Don't wait until the window-hide events finish processing.
- * Do note that if an app-suspend event is sent (as indicated
- * by SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND
- * events), then this code may be a moot point, as WinRT's
- * own event pump (aka ProcessEvents()) will pause regardless
- * 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: */
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