diff options
author | chai <chaifix@163.com> | 2019-05-11 22:54:56 +0800 |
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committer | chai <chaifix@163.com> | 2019-05-11 22:54:56 +0800 |
commit | 9645be0af1b1d5cb0ad5892d5464e1b23c51b550 (patch) | |
tree | 129c716bed8e93312421c3adb2f8e7c4f811602d /source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar.cpp |
Diffstat (limited to 'source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar.cpp')
-rw-r--r-- | source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar.cpp | 196 |
1 files changed, 196 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar.cpp new file mode 100644 index 0000000..9617111 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar.cpp @@ -0,0 +1,196 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2018 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" + +#if SDL_VIDEO_DRIVER_WINRT + +/* Windows includes */ +#include <roapi.h> +#include <windows.foundation.h> +#include <EventToken.h> + + +/* SDL includes */ +extern "C" { +#include "SDL_mouse.h" +#include "../SDL_sysvideo.h" +} +#include "SDL_winrtvideo_cpp.h" + + +/* Game Bar events can come in off the main thread. Use the following + WinRT CoreDispatcher to deal with them on SDL's thread. +*/ +static Platform::WeakReference WINRT_MainThreadDispatcher; + + +/* Win10's initial SDK (the 10.0.10240.0 release) does not include references + to Game Bar APIs, as the Game Bar was released via Win10 10.0.10586.0. + + Declare its WinRT/COM interface here, to allow compilation with earlier + Windows SDKs. +*/ +MIDL_INTERFACE("1DB9A292-CC78-4173-BE45-B61E67283EA7") +IGameBarStatics_ : public IInspectable +{ +public: + virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged( + __FIEventHandler_1_IInspectable *handler, + Windows::Foundation::EventRegistrationToken *token) = 0; + + virtual HRESULT STDMETHODCALLTYPE remove_VisibilityChanged( + Windows::Foundation::EventRegistrationToken token) = 0; + + virtual HRESULT STDMETHODCALLTYPE add_IsInputRedirectedChanged( + __FIEventHandler_1_IInspectable *handler, + Windows::Foundation::EventRegistrationToken *token) = 0; + + virtual HRESULT STDMETHODCALLTYPE remove_IsInputRedirectedChanged( + Windows::Foundation::EventRegistrationToken token) = 0; + + virtual HRESULT STDMETHODCALLTYPE get_Visible( + boolean *value) = 0; + + virtual HRESULT STDMETHODCALLTYPE get_IsInputRedirected( + boolean *value) = 0; +}; + +/* Declare the game bar's COM GUID */ +static GUID IID_IGameBarStatics_ = { MAKELONG(0xA292, 0x1DB9), 0xCC78, 0x4173, { 0xBE, 0x45, 0xB6, 0x1E, 0x67, 0x28, 0x3E, 0xA7 } }; + +/* Retrieves a pointer to the game bar, or NULL if it is not available. + If a pointer is returned, it's ->Release() method must be called + after the caller has finished using it. +*/ +static IGameBarStatics_ * +WINRT_GetGameBar() +{ + wchar_t *wClassName = L"Windows.Gaming.UI.GameBar"; + HSTRING hClassName; + IActivationFactory *pActivationFactory = NULL; + IGameBarStatics_ *pGameBar = NULL; + HRESULT hr; + + hr = ::WindowsCreateString(wClassName, (UINT32)wcslen(wClassName), &hClassName); + if (FAILED(hr)) { + goto done; + } + + hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory); + if (FAILED(hr)) { + goto done; + } + + pActivationFactory->QueryInterface(IID_IGameBarStatics_, (void **) &pGameBar); + +done: + if (pActivationFactory) { + pActivationFactory->Release(); + } + if (hClassName) { + ::WindowsDeleteString(hClassName); + } + return pGameBar; +} + +static void +WINRT_HandleGameBarIsInputRedirected_MainThread() +{ + IGameBarStatics_ *gameBar; + boolean isInputRedirected = 0; + if (!WINRT_MainThreadDispatcher) { + /* The game bar event handler has been deregistered! */ + return; + } + gameBar = WINRT_GetGameBar(); + if (!gameBar) { + /* Shouldn't happen, but just in case... */ + return; + } + if (SUCCEEDED(gameBar->get_IsInputRedirected(&isInputRedirected))) { + if ( ! isInputRedirected) { + /* Input-control is now back to the SDL app. Restore the cursor, + in case Windows does not (it does not in either Win10 + 10.0.10240.0 or 10.0.10586.0, maybe later version(s) too. + */ + SDL_Cursor *cursor = SDL_GetCursor(); + SDL_SetCursor(cursor); + } + } + gameBar->Release(); +} + +static void +WINRT_HandleGameBarIsInputRedirected_NonMainThread(Platform::Object ^ o1, Platform::Object ^o2) +{ + Windows::UI::Core::CoreDispatcher ^dispatcher = WINRT_MainThreadDispatcher.Resolve<Windows::UI::Core::CoreDispatcher>(); + if (dispatcher) { + dispatcher->RunAsync( + Windows::UI::Core::CoreDispatcherPriority::Normal, + ref new Windows::UI::Core::DispatchedHandler(&WINRT_HandleGameBarIsInputRedirected_MainThread)); + } +} + +void +WINRT_InitGameBar(_THIS) +{ + SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata; + IGameBarStatics_ *gameBar = WINRT_GetGameBar(); + if (gameBar) { + /* GameBar.IsInputRedirected events can come in via something other than + the main/SDL thread. + + Get a WinRT 'CoreDispatcher' that can be used to call back into the + SDL thread. + */ + WINRT_MainThreadDispatcher = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher; + Windows::Foundation::EventHandler<Platform::Object ^> ^handler = \ + ref new Windows::Foundation::EventHandler<Platform::Object ^>(&WINRT_HandleGameBarIsInputRedirected_NonMainThread); + __FIEventHandler_1_IInspectable * pHandler = reinterpret_cast<__FIEventHandler_1_IInspectable *>(handler); + gameBar->add_IsInputRedirectedChanged(pHandler, &driverdata->gameBarIsInputRedirectedToken); + gameBar->Release(); + } +} + +void +WINRT_QuitGameBar(_THIS) +{ + SDL_VideoData *driverdata; + IGameBarStatics_ *gameBar; + if (!_this || !_this->driverdata) { + return; + } + gameBar = WINRT_GetGameBar(); + if (!gameBar) { + return; + } + driverdata = (SDL_VideoData *)_this->driverdata; + if (driverdata->gameBarIsInputRedirectedToken.Value) { + gameBar->remove_IsInputRedirectedChanged(driverdata->gameBarIsInputRedirectedToken); + driverdata->gameBarIsInputRedirectedToken.Value = 0; + } + WINRT_MainThreadDispatcher = nullptr; + gameBar->Release(); +} + +#endif /* SDL_VIDEO_DRIVER_WINRT */ + +/* vi: set ts=4 sw=4 expandtab: */ |