diff options
Diffstat (limited to 'source/3rd-party/SDL2/src/video/winrt')
14 files changed, 2938 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtevents.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtevents.cpp new file mode 100644 index 0000000..370e8c5 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtevents.cpp @@ -0,0 +1,154 @@ +/* + 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 <Windows.h> +using namespace Windows::UI::Core; +using Windows::UI::Core::CoreCursor; + +/* + * SDL includes: + */ +#include "SDL_winrtevents_c.h" +#include "../../core/winrt/SDL_winrtapp_common.h" +#include "../../core/winrt/SDL_winrtapp_direct3d.h" +#include "../../core/winrt/SDL_winrtapp_xaml.h" +#include "SDL_assert.h" +#include "SDL_system.h" + +extern "C" { +#include "../../thread/SDL_systhread.h" +#include "../SDL_sysvideo.h" +#include "../../events/SDL_events_c.h" +} + + +/* Forward declarations */ +static void WINRT_YieldXAMLThread(); + + +/* Global event management */ + +void +WINRT_PumpEvents(_THIS) +{ + if (SDL_WinRTGlobalApp) { + SDL_WinRTGlobalApp->PumpEvents(); + } else if (WINRT_XAMLWasEnabled) { + WINRT_YieldXAMLThread(); + } +} + + +/* XAML Thread management */ + +enum SDL_XAMLAppThreadState +{ + ThreadState_NotLaunched = 0, + ThreadState_Running, + ThreadState_Yielding +}; + +static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched; +static SDL_Thread * _XAMLThread = nullptr; +static SDL_mutex * _mutex = nullptr; +static SDL_cond * _cond = nullptr; + +static void +WINRT_YieldXAMLThread() +{ + SDL_LockMutex(_mutex); + SDL_assert(_threadState == ThreadState_Running); + _threadState = ThreadState_Yielding; + SDL_UnlockMutex(_mutex); + + SDL_CondSignal(_cond); + + SDL_LockMutex(_mutex); + while (_threadState != ThreadState_Running) { + SDL_CondWait(_cond, _mutex); + } + SDL_UnlockMutex(_mutex); +} + +static int +WINRT_XAMLThreadMain(void * userdata) +{ + // TODO, WinRT: pass the C-style main() a reasonably realistic + // representation of command line arguments. + int argc = 0; + char **argv = NULL; + return WINRT_SDLAppEntryPoint(argc, argv); +} + +void +WINRT_CycleXAMLThread(void) +{ + switch (_threadState) { + case ThreadState_NotLaunched: + { + _cond = SDL_CreateCond(); + + _mutex = SDL_CreateMutex(); + _threadState = ThreadState_Running; + _XAMLThread = SDL_CreateThreadInternal(WINRT_XAMLThreadMain, "SDL/XAML App Thread", 0, nullptr); + + SDL_LockMutex(_mutex); + while (_threadState != ThreadState_Yielding) { + SDL_CondWait(_cond, _mutex); + } + SDL_UnlockMutex(_mutex); + + break; + } + + case ThreadState_Running: + { + SDL_assert(false); + break; + } + + case ThreadState_Yielding: + { + SDL_LockMutex(_mutex); + SDL_assert(_threadState == ThreadState_Yielding); + _threadState = ThreadState_Running; + SDL_UnlockMutex(_mutex); + + SDL_CondSignal(_cond); + + SDL_LockMutex(_mutex); + while (_threadState != ThreadState_Yielding) { + SDL_CondWait(_cond, _mutex); + } + SDL_UnlockMutex(_mutex); + } + } +} + +#endif /* SDL_VIDEO_DRIVER_WINRT */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtevents_c.h b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtevents_c.h new file mode 100644 index 0000000..8b346ec --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtevents_c.h @@ -0,0 +1,82 @@ +/* + 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_config.h" + +extern "C" { +#include "../SDL_sysvideo.h" +} + +/* + * Internal-use, C-style functions: + */ + +#ifdef __cplusplus +extern "C" { +#endif + +extern void WINRT_InitTouch(_THIS); +extern void WINRT_PumpEvents(_THIS); + +#ifdef __cplusplus +} +#endif + + +/* + * Internal-use, C++/CX functions: + */ +#ifdef __cplusplus_winrt + +/* Pointers (Mice, Touch, etc.) */ +typedef enum { + NormalizeZeroToOne, + TransformToSDLWindowSize +} WINRT_CursorNormalizationType; +extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window, + Windows::Foundation::Point rawPosition, + WINRT_CursorNormalizationType normalization); +extern Uint8 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt); +extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint); +extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint); +extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint); +extern void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint); +extern void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint); +extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint); +extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args); + +/* Keyboard */ +extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args); +extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args); +extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args); + +#if NTDDI_VERSION >= NTDDI_WIN10 +extern SDL_bool WINRT_HasScreenKeyboardSupport(_THIS); +extern void WINRT_ShowScreenKeyboard(_THIS, SDL_Window *window); +extern void WINRT_HideScreenKeyboard(_THIS, SDL_Window *window); +extern SDL_bool WINRT_IsScreenKeyboardShown(_THIS, SDL_Window *window); +#endif // NTDDI_VERSION >= ... + +/* XAML Thread Management */ +extern void WINRT_CycleXAMLThread(void); + +#endif // ifdef __cplusplus_winrt + +/* vi: set ts=4 sw=4 expandtab: */ 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: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar_cpp.h b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar_cpp.h new file mode 100644 index 0000000..a3e4777 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtgamebar_cpp.h @@ -0,0 +1,35 @@ +/* + 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_config.h" + +#ifndef SDL_winrtgamebar_h_ +#define SDL_winrtgamebar_h_ + +#ifdef __cplusplus +/* These are exported as C++ functions, rather than C, to fix a compilation + bug with MSVC 2013, for Windows 8.x builds. */ +extern void WINRT_InitGameBar(_THIS); +extern void WINRT_QuitGameBar(_THIS); +#endif + +#endif /* SDL_winrtgamebar_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtkeyboard.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtkeyboard.cpp new file mode 100644 index 0000000..34f2421 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtkeyboard.cpp @@ -0,0 +1,430 @@ +/* + 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-specific includes */ +#include <Windows.h> +#include <agile.h> + + +/* SDL-specific includes */ +#include "SDL.h" +#include "SDL_winrtevents_c.h" + +extern "C" { +#include "../../events/scancodes_windows.h" +#include "../../events/SDL_keyboard_c.h" +} + + +static SDL_Scancode WinRT_Official_Keycodes[] = { + SDL_SCANCODE_UNKNOWN, /* VirtualKey.None -- 0 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.LeftButton -- 1 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.RightButton -- 2 */ + SDL_SCANCODE_CANCEL, /* VirtualKey.Cancel -- 3 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.MiddleButton -- 4 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.XButton1 -- 5 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.XButton2 -- 6 */ + SDL_SCANCODE_UNKNOWN, /* -- 7 */ + SDL_SCANCODE_BACKSPACE, /* VirtualKey.Back -- 8 */ + SDL_SCANCODE_TAB, /* VirtualKey.Tab -- 9 */ + SDL_SCANCODE_UNKNOWN, /* -- 10 */ + SDL_SCANCODE_UNKNOWN, /* -- 11 */ + SDL_SCANCODE_CLEAR, /* VirtualKey.Clear -- 12 */ + SDL_SCANCODE_RETURN, /* VirtualKey.Enter -- 13 */ + SDL_SCANCODE_UNKNOWN, /* -- 14 */ + SDL_SCANCODE_UNKNOWN, /* -- 15 */ + SDL_SCANCODE_LSHIFT, /* VirtualKey.Shift -- 16 */ + SDL_SCANCODE_LCTRL, /* VirtualKey.Control -- 17 */ + SDL_SCANCODE_MENU, /* VirtualKey.Menu -- 18 */ + SDL_SCANCODE_PAUSE, /* VirtualKey.Pause -- 19 */ + SDL_SCANCODE_CAPSLOCK, /* VirtualKey.CapitalLock -- 20 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Kana or VirtualKey.Hangul -- 21 */ + SDL_SCANCODE_UNKNOWN, /* -- 22 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Junja -- 23 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Final -- 24 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Hanja or VirtualKey.Kanji -- 25 */ + SDL_SCANCODE_UNKNOWN, /* -- 26 */ + SDL_SCANCODE_ESCAPE, /* VirtualKey.Escape -- 27 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Convert -- 28 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.NonConvert -- 29 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Accept -- 30 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.ModeChange -- 31 (maybe SDL_SCANCODE_MODE ?) */ + SDL_SCANCODE_SPACE, /* VirtualKey.Space -- 32 */ + SDL_SCANCODE_PAGEUP, /* VirtualKey.PageUp -- 33 */ + SDL_SCANCODE_PAGEDOWN, /* VirtualKey.PageDown -- 34 */ + SDL_SCANCODE_END, /* VirtualKey.End -- 35 */ + SDL_SCANCODE_HOME, /* VirtualKey.Home -- 36 */ + SDL_SCANCODE_LEFT, /* VirtualKey.Left -- 37 */ + SDL_SCANCODE_UP, /* VirtualKey.Up -- 38 */ + SDL_SCANCODE_RIGHT, /* VirtualKey.Right -- 39 */ + SDL_SCANCODE_DOWN, /* VirtualKey.Down -- 40 */ + SDL_SCANCODE_SELECT, /* VirtualKey.Select -- 41 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Print -- 42 (maybe SDL_SCANCODE_PRINTSCREEN ?) */ + SDL_SCANCODE_EXECUTE, /* VirtualKey.Execute -- 43 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Snapshot -- 44 */ + SDL_SCANCODE_INSERT, /* VirtualKey.Insert -- 45 */ + SDL_SCANCODE_DELETE, /* VirtualKey.Delete -- 46 */ + SDL_SCANCODE_HELP, /* VirtualKey.Help -- 47 */ + SDL_SCANCODE_0, /* VirtualKey.Number0 -- 48 */ + SDL_SCANCODE_1, /* VirtualKey.Number1 -- 49 */ + SDL_SCANCODE_2, /* VirtualKey.Number2 -- 50 */ + SDL_SCANCODE_3, /* VirtualKey.Number3 -- 51 */ + SDL_SCANCODE_4, /* VirtualKey.Number4 -- 52 */ + SDL_SCANCODE_5, /* VirtualKey.Number5 -- 53 */ + SDL_SCANCODE_6, /* VirtualKey.Number6 -- 54 */ + SDL_SCANCODE_7, /* VirtualKey.Number7 -- 55 */ + SDL_SCANCODE_8, /* VirtualKey.Number8 -- 56 */ + SDL_SCANCODE_9, /* VirtualKey.Number9 -- 57 */ + SDL_SCANCODE_UNKNOWN, /* -- 58 */ + SDL_SCANCODE_UNKNOWN, /* -- 59 */ + SDL_SCANCODE_UNKNOWN, /* -- 60 */ + SDL_SCANCODE_UNKNOWN, /* -- 61 */ + SDL_SCANCODE_UNKNOWN, /* -- 62 */ + SDL_SCANCODE_UNKNOWN, /* -- 63 */ + SDL_SCANCODE_UNKNOWN, /* -- 64 */ + SDL_SCANCODE_A, /* VirtualKey.A -- 65 */ + SDL_SCANCODE_B, /* VirtualKey.B -- 66 */ + SDL_SCANCODE_C, /* VirtualKey.C -- 67 */ + SDL_SCANCODE_D, /* VirtualKey.D -- 68 */ + SDL_SCANCODE_E, /* VirtualKey.E -- 69 */ + SDL_SCANCODE_F, /* VirtualKey.F -- 70 */ + SDL_SCANCODE_G, /* VirtualKey.G -- 71 */ + SDL_SCANCODE_H, /* VirtualKey.H -- 72 */ + SDL_SCANCODE_I, /* VirtualKey.I -- 73 */ + SDL_SCANCODE_J, /* VirtualKey.J -- 74 */ + SDL_SCANCODE_K, /* VirtualKey.K -- 75 */ + SDL_SCANCODE_L, /* VirtualKey.L -- 76 */ + SDL_SCANCODE_M, /* VirtualKey.M -- 77 */ + SDL_SCANCODE_N, /* VirtualKey.N -- 78 */ + SDL_SCANCODE_O, /* VirtualKey.O -- 79 */ + SDL_SCANCODE_P, /* VirtualKey.P -- 80 */ + SDL_SCANCODE_Q, /* VirtualKey.Q -- 81 */ + SDL_SCANCODE_R, /* VirtualKey.R -- 82 */ + SDL_SCANCODE_S, /* VirtualKey.S -- 83 */ + SDL_SCANCODE_T, /* VirtualKey.T -- 84 */ + SDL_SCANCODE_U, /* VirtualKey.U -- 85 */ + SDL_SCANCODE_V, /* VirtualKey.V -- 86 */ + SDL_SCANCODE_W, /* VirtualKey.W -- 87 */ + SDL_SCANCODE_X, /* VirtualKey.X -- 88 */ + SDL_SCANCODE_Y, /* VirtualKey.Y -- 89 */ + SDL_SCANCODE_Z, /* VirtualKey.Z -- 90 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.LeftWindows -- 91 (maybe SDL_SCANCODE_APPLICATION or SDL_SCANCODE_LGUI ?) */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.RightWindows -- 92 (maybe SDL_SCANCODE_APPLICATION or SDL_SCANCODE_RGUI ?) */ + SDL_SCANCODE_APPLICATION, /* VirtualKey.Application -- 93 */ + SDL_SCANCODE_UNKNOWN, /* -- 94 */ + SDL_SCANCODE_SLEEP, /* VirtualKey.Sleep -- 95 */ + SDL_SCANCODE_KP_0, /* VirtualKey.NumberPad0 -- 96 */ + SDL_SCANCODE_KP_1, /* VirtualKey.NumberPad1 -- 97 */ + SDL_SCANCODE_KP_2, /* VirtualKey.NumberPad2 -- 98 */ + SDL_SCANCODE_KP_3, /* VirtualKey.NumberPad3 -- 99 */ + SDL_SCANCODE_KP_4, /* VirtualKey.NumberPad4 -- 100 */ + SDL_SCANCODE_KP_5, /* VirtualKey.NumberPad5 -- 101 */ + SDL_SCANCODE_KP_6, /* VirtualKey.NumberPad6 -- 102 */ + SDL_SCANCODE_KP_7, /* VirtualKey.NumberPad7 -- 103 */ + SDL_SCANCODE_KP_8, /* VirtualKey.NumberPad8 -- 104 */ + SDL_SCANCODE_KP_9, /* VirtualKey.NumberPad9 -- 105 */ + SDL_SCANCODE_KP_MULTIPLY, /* VirtualKey.Multiply -- 106 */ + SDL_SCANCODE_KP_PLUS, /* VirtualKey.Add -- 107 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Separator -- 108 */ + SDL_SCANCODE_KP_MINUS, /* VirtualKey.Subtract -- 109 */ + SDL_SCANCODE_UNKNOWN, /* VirtualKey.Decimal -- 110 (maybe SDL_SCANCODE_DECIMALSEPARATOR, SDL_SCANCODE_KP_DECIMAL, or SDL_SCANCODE_KP_PERIOD ?) */ + SDL_SCANCODE_KP_DIVIDE, /* VirtualKey.Divide -- 111 */ + SDL_SCANCODE_F1, /* VirtualKey.F1 -- 112 */ + SDL_SCANCODE_F2, /* VirtualKey.F2 -- 113 */ + SDL_SCANCODE_F3, /* VirtualKey.F3 -- 114 */ + SDL_SCANCODE_F4, /* VirtualKey.F4 -- 115 */ + SDL_SCANCODE_F5, /* VirtualKey.F5 -- 116 */ + SDL_SCANCODE_F6, /* VirtualKey.F6 -- 117 */ + SDL_SCANCODE_F7, /* VirtualKey.F7 -- 118 */ + SDL_SCANCODE_F8, /* VirtualKey.F8 -- 119 */ + SDL_SCANCODE_F9, /* VirtualKey.F9 -- 120 */ + SDL_SCANCODE_F10, /* VirtualKey.F10 -- 121 */ + SDL_SCANCODE_F11, /* VirtualKey.F11 -- 122 */ + SDL_SCANCODE_F12, /* VirtualKey.F12 -- 123 */ + SDL_SCANCODE_F13, /* VirtualKey.F13 -- 124 */ + SDL_SCANCODE_F14, /* VirtualKey.F14 -- 125 */ + SDL_SCANCODE_F15, /* VirtualKey.F15 -- 126 */ + SDL_SCANCODE_F16, /* VirtualKey.F16 -- 127 */ + SDL_SCANCODE_F17, /* VirtualKey.F17 -- 128 */ + SDL_SCANCODE_F18, /* VirtualKey.F18 -- 129 */ + SDL_SCANCODE_F19, /* VirtualKey.F19 -- 130 */ + SDL_SCANCODE_F20, /* VirtualKey.F20 -- 131 */ + SDL_SCANCODE_F21, /* VirtualKey.F21 -- 132 */ + SDL_SCANCODE_F22, /* VirtualKey.F22 -- 133 */ + SDL_SCANCODE_F23, /* VirtualKey.F23 -- 134 */ + SDL_SCANCODE_F24, /* VirtualKey.F24 -- 135 */ + SDL_SCANCODE_UNKNOWN, /* -- 136 */ + SDL_SCANCODE_UNKNOWN, /* -- 137 */ + SDL_SCANCODE_UNKNOWN, /* -- 138 */ + SDL_SCANCODE_UNKNOWN, /* -- 139 */ + SDL_SCANCODE_UNKNOWN, /* -- 140 */ + SDL_SCANCODE_UNKNOWN, /* -- 141 */ + SDL_SCANCODE_UNKNOWN, /* -- 142 */ + SDL_SCANCODE_UNKNOWN, /* -- 143 */ + SDL_SCANCODE_NUMLOCKCLEAR, /* VirtualKey.NumberKeyLock -- 144 */ + SDL_SCANCODE_SCROLLLOCK, /* VirtualKey.Scroll -- 145 */ + SDL_SCANCODE_UNKNOWN, /* -- 146 */ + SDL_SCANCODE_UNKNOWN, /* -- 147 */ + SDL_SCANCODE_UNKNOWN, /* -- 148 */ + SDL_SCANCODE_UNKNOWN, /* -- 149 */ + SDL_SCANCODE_UNKNOWN, /* -- 150 */ + SDL_SCANCODE_UNKNOWN, /* -- 151 */ + SDL_SCANCODE_UNKNOWN, /* -- 152 */ + SDL_SCANCODE_UNKNOWN, /* -- 153 */ + SDL_SCANCODE_UNKNOWN, /* -- 154 */ + SDL_SCANCODE_UNKNOWN, /* -- 155 */ + SDL_SCANCODE_UNKNOWN, /* -- 156 */ + SDL_SCANCODE_UNKNOWN, /* -- 157 */ + SDL_SCANCODE_UNKNOWN, /* -- 158 */ + SDL_SCANCODE_UNKNOWN, /* -- 159 */ + SDL_SCANCODE_LSHIFT, /* VirtualKey.LeftShift -- 160 */ + SDL_SCANCODE_RSHIFT, /* VirtualKey.RightShift -- 161 */ + SDL_SCANCODE_LCTRL, /* VirtualKey.LeftControl -- 162 */ + SDL_SCANCODE_RCTRL, /* VirtualKey.RightControl -- 163 */ + SDL_SCANCODE_MENU, /* VirtualKey.LeftMenu -- 164 */ + SDL_SCANCODE_MENU, /* VirtualKey.RightMenu -- 165 */ + SDL_SCANCODE_AC_BACK, /* VirtualKey.GoBack -- 166 : The go back key. */ + SDL_SCANCODE_AC_FORWARD, /* VirtualKey.GoForward -- 167 : The go forward key. */ + SDL_SCANCODE_AC_REFRESH, /* VirtualKey.Refresh -- 168 : The refresh key. */ + SDL_SCANCODE_AC_STOP, /* VirtualKey.Stop -- 169 : The stop key. */ + SDL_SCANCODE_AC_SEARCH, /* VirtualKey.Search -- 170 : The search key. */ + SDL_SCANCODE_AC_BOOKMARKS, /* VirtualKey.Favorites -- 171 : The favorites key. */ + SDL_SCANCODE_AC_HOME /* VirtualKey.GoHome -- 172 : The go home key. */ +}; + +/* Attempt to translate a keycode that isn't listed in WinRT's VirtualKey enum. + */ +static SDL_Scancode +WINRT_TranslateUnofficialKeycode(int keycode) +{ + switch (keycode) { + case 173: return SDL_SCANCODE_MUTE; /* VK_VOLUME_MUTE */ + case 174: return SDL_SCANCODE_VOLUMEDOWN; /* VK_VOLUME_DOWN */ + case 175: return SDL_SCANCODE_VOLUMEUP; /* VK_VOLUME_UP */ + case 176: return SDL_SCANCODE_AUDIONEXT; /* VK_MEDIA_NEXT_TRACK */ + case 177: return SDL_SCANCODE_AUDIOPREV; /* VK_MEDIA_PREV_TRACK */ + // case 178: return ; /* VK_MEDIA_STOP */ + case 179: return SDL_SCANCODE_AUDIOPLAY; /* VK_MEDIA_PLAY_PAUSE */ + case 180: return SDL_SCANCODE_MAIL; /* VK_LAUNCH_MAIL */ + case 181: return SDL_SCANCODE_MEDIASELECT; /* VK_LAUNCH_MEDIA_SELECT */ + // case 182: return ; /* VK_LAUNCH_APP1 */ + case 183: return SDL_SCANCODE_CALCULATOR; /* VK_LAUNCH_APP2 */ + // case 184: return ; /* ... reserved ... */ + // case 185: return ; /* ... reserved ... */ + case 186: return SDL_SCANCODE_SEMICOLON; /* VK_OEM_1, ';:' key on US standard keyboards */ + case 187: return SDL_SCANCODE_EQUALS; /* VK_OEM_PLUS */ + case 188: return SDL_SCANCODE_COMMA; /* VK_OEM_COMMA */ + case 189: return SDL_SCANCODE_MINUS; /* VK_OEM_MINUS */ + case 190: return SDL_SCANCODE_PERIOD; /* VK_OEM_PERIOD */ + case 191: return SDL_SCANCODE_SLASH; /* VK_OEM_2, '/?' key on US standard keyboards */ + case 192: return SDL_SCANCODE_GRAVE; /* VK_OEM_3, '`~' key on US standard keyboards */ + // ? + // ... reserved or unassigned ... + // ? + case 219: return SDL_SCANCODE_LEFTBRACKET; /* VK_OEM_4, '[{' key on US standard keyboards */ + case 220: return SDL_SCANCODE_BACKSLASH; /* VK_OEM_5, '\|' key on US standard keyboards */ + case 221: return SDL_SCANCODE_RIGHTBRACKET; /* VK_OEM_6, ']}' key on US standard keyboards */ + case 222: return SDL_SCANCODE_APOSTROPHE; /* VK_OEM_7, 'single/double quote' on US standard keyboards */ + default: break; + } + return SDL_SCANCODE_UNKNOWN; +} + +static SDL_Scancode +WINRT_TranslateKeycode(int keycode, unsigned int nativeScancode) +{ + // TODO, WinRT: try filling out the WinRT keycode table as much as possible, using the Win32 table for interpretation hints + + SDL_Scancode scancode = SDL_SCANCODE_UNKNOWN; + + /* HACK ALERT: At least one VirtualKey constant (Shift) with a left/right + * designation might not get reported with its correct handedness, however + * its hardware scan code can fill in the gaps. If this is detected, + * use the hardware scan code to try telling if the left, or the right + * side's key was used. + * + * If Microsoft ever allows MapVirtualKey or MapVirtualKeyEx to be used + * in WinRT apps, or something similar to these (it doesn't appear to be, + * at least not for Windows [Phone] 8/8.1, as of Oct 24, 2014), then this + * hack might become deprecated, or obsolete. + */ + if (nativeScancode < SDL_arraysize(windows_scancode_table)) { + switch (keycode) { + case 16: // VirtualKey.Shift + switch (windows_scancode_table[nativeScancode]) { + case SDL_SCANCODE_LSHIFT: + case SDL_SCANCODE_RSHIFT: + return windows_scancode_table[nativeScancode]; + } + break; + + // Add others, as necessary. + // + // Unfortunately, this hack doesn't seem to work in determining + // handedness with Control keys. + + default: + break; + } + } + + /* Try to get a documented, WinRT, 'VirtualKey' next (as documented at + http://msdn.microsoft.com/en-us/library/windows/apps/windows.system.virtualkey.aspx ). + If that fails, fall back to a Win32 virtual key. + If that fails, attempt to fall back to a scancode-derived key. + */ + if (keycode < SDL_arraysize(WinRT_Official_Keycodes)) { + scancode = WinRT_Official_Keycodes[keycode]; + } + if (scancode == SDL_SCANCODE_UNKNOWN) { + scancode = WINRT_TranslateUnofficialKeycode(keycode); + } + if (scancode == SDL_SCANCODE_UNKNOWN) { + if (nativeScancode < SDL_arraysize(windows_scancode_table)) { + scancode = windows_scancode_table[nativeScancode]; + } + } + /* + if (scancode == SDL_SCANCODE_UNKNOWN) { + SDL_Log("WinRT TranslateKeycode, unknown keycode=%d\n", (int)keycode); + } + */ + return scancode; +} + +void +WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args) +{ + SDL_Scancode sdlScancode = WINRT_TranslateKeycode((int)args->VirtualKey, args->KeyStatus.ScanCode); +#if 0 + SDL_Keycode keycode = SDL_GetKeyFromScancode(sdlScancode); + SDL_Log("key down, handled=%s, ext?=%s, released?=%s, menu key down?=%s, " + "repeat count=%d, native scan code=0x%x, was down?=%s, vkey=%d, " + "sdl scan code=%d (%s), sdl key code=%d (%s)\n", + (args->Handled ? "1" : "0"), + (args->KeyStatus.IsExtendedKey ? "1" : "0"), + (args->KeyStatus.IsKeyReleased ? "1" : "0"), + (args->KeyStatus.IsMenuKeyDown ? "1" : "0"), + args->KeyStatus.RepeatCount, + args->KeyStatus.ScanCode, + (args->KeyStatus.WasKeyDown ? "1" : "0"), + args->VirtualKey, + sdlScancode, + SDL_GetScancodeName(sdlScancode), + keycode, + SDL_GetKeyName(keycode)); + //args->Handled = true; +#endif + SDL_SendKeyboardKey(SDL_PRESSED, sdlScancode); +} + +void +WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args) +{ + SDL_Scancode sdlScancode = WINRT_TranslateKeycode((int)args->VirtualKey, args->KeyStatus.ScanCode); +#if 0 + SDL_Keycode keycode = SDL_GetKeyFromScancode(sdlScancode); + SDL_Log("key up, handled=%s, ext?=%s, released?=%s, menu key down?=%s, " + "repeat count=%d, native scan code=0x%x, was down?=%s, vkey=%d, " + "sdl scan code=%d (%s), sdl key code=%d (%s)\n", + (args->Handled ? "1" : "0"), + (args->KeyStatus.IsExtendedKey ? "1" : "0"), + (args->KeyStatus.IsKeyReleased ? "1" : "0"), + (args->KeyStatus.IsMenuKeyDown ? "1" : "0"), + args->KeyStatus.RepeatCount, + args->KeyStatus.ScanCode, + (args->KeyStatus.WasKeyDown ? "1" : "0"), + args->VirtualKey, + sdlScancode, + SDL_GetScancodeName(sdlScancode), + keycode, + SDL_GetKeyName(keycode)); + //args->Handled = true; +#endif + SDL_SendKeyboardKey(SDL_RELEASED, sdlScancode); +} + +void +WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args) +{ + wchar_t src_ucs2[2]; + char dest_utf8[16]; + int result; + + /* Setup src */ + src_ucs2[0] = args->KeyCode; + src_ucs2[1] = L'\0'; + + /* Convert the text, then send an SDL_TEXTINPUT event. */ + result = WideCharToMultiByte(CP_UTF8, 0, (LPCWSTR)&src_ucs2, -1, (LPSTR)dest_utf8, sizeof(dest_utf8), NULL, NULL); + if (result > 0) { + SDL_SendKeyboardText(dest_utf8); + } +} + + +#if NTDDI_VERSION >= NTDDI_WIN10 + +SDL_bool WINRT_HasScreenKeyboardSupport(_THIS) +{ + return SDL_TRUE; +} + +void WINRT_ShowScreenKeyboard(_THIS, SDL_Window *window) +{ + using namespace Windows::UI::ViewManagement; + InputPane ^ inputPane = InputPane::GetForCurrentView(); + if (inputPane) { + inputPane->TryShow(); + } +} + +void WINRT_HideScreenKeyboard(_THIS, SDL_Window *window) +{ + using namespace Windows::UI::ViewManagement; + InputPane ^ inputPane = InputPane::GetForCurrentView(); + if (inputPane) { + inputPane->TryHide(); + } +} + +SDL_bool WINRT_IsScreenKeyboardShown(_THIS, SDL_Window *window) +{ + using namespace Windows::UI::ViewManagement; + InputPane ^ inputPane = InputPane::GetForCurrentView(); + if (inputPane) { + // dludwig@pobox.com: checking inputPane->Visible doesn't seem to detect visibility, + // at least not on the Windows Phone 10.0.10240.0 emulator. Checking + // the size of inputPane->OccludedRect, however, does seem to work. + Windows::Foundation::Rect rect = inputPane->OccludedRect; + if (rect.Width > 0 && rect.Height > 0) { + return SDL_TRUE; + } + } + return SDL_FALSE; +} + +#endif // NTDDI_VERSION >= ... + +#endif // SDL_VIDEO_DRIVER_WINRT diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmessagebox.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmessagebox.cpp new file mode 100644 index 0000000..3576a3f --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmessagebox.cpp @@ -0,0 +1,112 @@ +/* + 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 + +extern "C" { +#include "SDL_messagebox.h" +#include "../../core/windows/SDL_windows.h" +} + +#include "SDL_winrtevents_c.h" + +#include <windows.ui.popups.h> +using namespace Platform; +using namespace Windows::Foundation; +using namespace Windows::UI::Popups; + +static String ^ +WINRT_UTF8ToPlatformString(const char * str) +{ + wchar_t * wstr = WIN_UTF8ToString(str); + String ^ rtstr = ref new String(wstr); + SDL_free(wstr); + return rtstr; +} + +extern "C" int +WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid) +{ +#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8) + /* Sadly, Windows Phone 8 doesn't include the MessageDialog class that + * Windows 8.x/RT does, even though MSDN's reference documentation for + * Windows Phone 8 mentions it. + * + * The .NET runtime on Windows Phone 8 does, however, include a + * MessageBox class. Perhaps this could be called, somehow? + */ + return SDL_SetError("SDL_messagebox support is not available for Windows Phone 8.0"); +#else + SDL_VideoDevice *_this = SDL_GetVideoDevice(); + +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP + const int maxbuttons = 2; + const char * platform = "Windows Phone 8.1+"; +#else + const int maxbuttons = 3; + const char * platform = "Windows 8.x"; +#endif + + if (messageboxdata->numbuttons > maxbuttons) { + return SDL_SetError("WinRT's MessageDialog only supports %d buttons, at most, on %s. %d were requested.", + maxbuttons, platform, messageboxdata->numbuttons); + } + + /* Build a MessageDialog object and its buttons */ + MessageDialog ^ dialog = ref new MessageDialog(WINRT_UTF8ToPlatformString(messageboxdata->message)); + dialog->Title = WINRT_UTF8ToPlatformString(messageboxdata->title); + for (int i = 0; i < messageboxdata->numbuttons; ++i) { + UICommand ^ button = ref new UICommand(WINRT_UTF8ToPlatformString(messageboxdata->buttons[i].text)); + button->Id = safe_cast<IntPtr>(i); + dialog->Commands->Append(button); + if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT) { + dialog->CancelCommandIndex = i; + } + if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT) { + dialog->DefaultCommandIndex = i; + } + } + + /* Display the MessageDialog, then wait for it to be closed */ + /* TODO, WinRT: Find a way to redraw MessageDialog instances if a GPU device-reset occurs during the following event-loop */ + auto operation = dialog->ShowAsync(); + while (operation->Status == Windows::Foundation::AsyncStatus::Started) { + WINRT_PumpEvents(_this); + } + + /* Retrieve results from the MessageDialog and process them accordingly */ + if (operation->Status != Windows::Foundation::AsyncStatus::Completed) { + return SDL_SetError("An unknown error occurred in displaying the WinRT MessageDialog"); + } + if (buttonid) { + IntPtr results = safe_cast<IntPtr>(operation->GetResults()->Id); + int clicked_index = results.ToInt32(); + *buttonid = messageboxdata->buttons[clicked_index].buttonid; + } + return 0; +#endif /* if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else */ +} + +#endif /* SDL_VIDEO_DRIVER_WINRT */ + +/* vi: set ts=4 sw=4 expandtab: */ + diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmessagebox.h b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmessagebox.h new file mode 100644 index 0000000..204cf4a --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmessagebox.h @@ -0,0 +1,29 @@ +/* + 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 + +extern int WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); + +#endif /* SDL_VIDEO_DRIVER_WINRT */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmouse.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmouse.cpp new file mode 100644 index 0000000..093a1b9 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmouse.cpp @@ -0,0 +1,224 @@ +/* + 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 <Windows.h> +#include <windows.ui.core.h> +using namespace Windows::UI::Core; +using Windows::UI::Core::CoreCursor; + +/* + * SDL includes: + */ +extern "C" { +#include "SDL_assert.h" +#include "../../events/SDL_mouse_c.h" +#include "../../events/SDL_touch_c.h" +#include "../SDL_sysvideo.h" +#include "SDL_events.h" +#include "SDL_log.h" +} + +#include "../../core/winrt/SDL_winrtapp_direct3d.h" +#include "SDL_winrtvideo_cpp.h" +#include "SDL_winrtmouse_c.h" + + +extern "C" SDL_bool WINRT_UsingRelativeMouseMode = SDL_FALSE; + + +static SDL_Cursor * +WINRT_CreateSystemCursor(SDL_SystemCursor id) +{ + SDL_Cursor *cursor; + CoreCursorType cursorType = CoreCursorType::Arrow; + + switch(id) + { + default: + SDL_assert(0); + return NULL; + case SDL_SYSTEM_CURSOR_ARROW: cursorType = CoreCursorType::Arrow; break; + case SDL_SYSTEM_CURSOR_IBEAM: cursorType = CoreCursorType::IBeam; break; + case SDL_SYSTEM_CURSOR_WAIT: cursorType = CoreCursorType::Wait; break; + case SDL_SYSTEM_CURSOR_CROSSHAIR: cursorType = CoreCursorType::Cross; break; + case SDL_SYSTEM_CURSOR_WAITARROW: cursorType = CoreCursorType::Wait; break; + case SDL_SYSTEM_CURSOR_SIZENWSE: cursorType = CoreCursorType::SizeNorthwestSoutheast; break; + case SDL_SYSTEM_CURSOR_SIZENESW: cursorType = CoreCursorType::SizeNortheastSouthwest; break; + case SDL_SYSTEM_CURSOR_SIZEWE: cursorType = CoreCursorType::SizeWestEast; break; + case SDL_SYSTEM_CURSOR_SIZENS: cursorType = CoreCursorType::SizeNorthSouth; break; + case SDL_SYSTEM_CURSOR_SIZEALL: cursorType = CoreCursorType::SizeAll; break; + case SDL_SYSTEM_CURSOR_NO: cursorType = CoreCursorType::UniversalNo; break; + case SDL_SYSTEM_CURSOR_HAND: cursorType = CoreCursorType::Hand; break; + } + + cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor)); + if (cursor) { + /* Create a pointer to a COM reference to a cursor. The extra + pointer is used (on top of the COM reference) to allow the cursor + to be referenced by the SDL_cursor's driverdata field, which is + a void pointer. + */ + CoreCursor ^* theCursor = new CoreCursor^(nullptr); + *theCursor = ref new CoreCursor(cursorType, 0); + cursor->driverdata = (void *) theCursor; + } else { + SDL_OutOfMemory(); + } + + return cursor; +} + +static SDL_Cursor * +WINRT_CreateDefaultCursor() +{ + return WINRT_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); +} + +static void +WINRT_FreeCursor(SDL_Cursor * cursor) +{ + if (cursor->driverdata) { + CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata; + *theCursor = nullptr; // Release the COM reference to the CoreCursor + delete theCursor; // Delete the pointer to the COM reference + } + SDL_free(cursor); +} + +static int +WINRT_ShowCursor(SDL_Cursor * cursor) +{ + // TODO, WinRT, XAML: make WINRT_ShowCursor work when XAML support is enabled. + if ( ! CoreWindow::GetForCurrentThread()) { + return 0; + } + + CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread(); + if (cursor) { + CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata; + coreWindow->PointerCursor = *theCursor; + } else { + // HACK ALERT: TL;DR - Hiding the cursor in WinRT/UWP apps is weird, and + // a Win32-style cursor resource file must be directly included in apps, + // otherwise hiding the cursor will cause mouse-motion data to never be + // received. + // + // Here's the lengthy explanation: + // + // There are two ways to hide a cursor in WinRT/UWP apps. + // Both involve setting the WinRT CoreWindow's (which is somewhat analogous + // to a Win32 HWND) 'PointerCursor' property. + // + // The first way to hide a cursor sets PointerCursor to nullptr. This + // is, arguably, the easiest to implement for an app. It does have an + // unfortunate side-effect: it'll prevent mouse-motion events from being + // sent to the app (via CoreWindow). + // + // The second way to hide a cursor sets PointerCursor to a transparent + // cursor. This allows mouse-motion events to be sent to the app, but is + // more difficult to set up, as: + // 1. WinRT/UWP, while providing a few stock cursors, does not provide + // a completely transparent cursor. + // 2. WinRT/UWP allows apps to provide custom-built cursors, but *ONLY* + // if they are linked directly inside the app, via Win32-style + // cursor resource files. APIs to create cursors at runtime are + // not provided to apps, and attempting to link-to or use Win32 + // cursor-creation APIs could cause an app to fail Windows Store + // certification. + // + // SDL can use either means of hiding the cursor. It provides a Win32-style + // set of cursor resource files in its source distribution, inside + // src/main/winrt/. If those files are linked to an SDL-for-WinRT/UWP app + // (by including them in a MSVC project, for example), SDL will attempt to + // use those, if and when the cursor is hidden via SDL APIs. If those + // files are not linked in, SDL will attempt to hide the cursor via the + // 'set PointerCursor to nullptr' means (which, if you recall, causes + // mouse-motion data to NOT be sent to the app!). + // + // Tech notes: + // - SDL's blank cursor resource uses a resource ID of 5000. + // - SDL's cursor resources consist of the following two files: + // - src/main/winrt/SDL2-WinRTResource_BlankCursor.cur -- cursor pixel data + // - src/main/winrt/SDL2-WinRTResources.rc -- declares the cursor resource, and its ID (of 5000) + // + + const unsigned int win32CursorResourceID = 5000; + CoreCursor ^ blankCursor = ref new CoreCursor(CoreCursorType::Custom, win32CursorResourceID); + + // Set 'PointerCursor' to 'blankCursor' in a way that shouldn't throw + // an exception if the app hasn't loaded that resource. + ABI::Windows::UI::Core::ICoreCursor * iblankCursor = reinterpret_cast<ABI::Windows::UI::Core::ICoreCursor *>(blankCursor); + ABI::Windows::UI::Core::ICoreWindow * icoreWindow = reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow *>(coreWindow); + HRESULT hr = icoreWindow->put_PointerCursor(iblankCursor); + if (FAILED(hr)) { + // The app doesn't contain the cursor resource, or some other error + // occurred. Just use the other, but mouse-motion-preventing, means of + // hiding the cursor. + coreWindow->PointerCursor = nullptr; + } + } + return 0; +} + +static int +WINRT_SetRelativeMouseMode(SDL_bool enabled) +{ + WINRT_UsingRelativeMouseMode = enabled; + return 0; +} + +void +WINRT_InitMouse(_THIS) +{ + SDL_Mouse *mouse = SDL_GetMouse(); + + /* DLudwig, Dec 3, 2012: WinRT does not currently provide APIs for + the following features, AFAIK: + - custom cursors (multiple system cursors are, however, available) + - programmatically moveable cursors + */ + +#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP + //mouse->CreateCursor = WINRT_CreateCursor; + mouse->CreateSystemCursor = WINRT_CreateSystemCursor; + mouse->ShowCursor = WINRT_ShowCursor; + mouse->FreeCursor = WINRT_FreeCursor; + //mouse->WarpMouse = WINRT_WarpMouse; + mouse->SetRelativeMouseMode = WINRT_SetRelativeMouseMode; + + SDL_SetDefaultCursor(WINRT_CreateDefaultCursor()); +#endif +} + +void +WINRT_QuitMouse(_THIS) +{ +} + +#endif /* SDL_VIDEO_DRIVER_WINRT */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmouse_c.h b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmouse_c.h new file mode 100644 index 0000000..22a80fc --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtmouse_c.h @@ -0,0 +1,40 @@ +/* + 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_config.h" + +#ifndef SDL_winrtmouse_h_ +#define SDL_winrtmouse_h_ + +#ifdef __cplusplus +extern "C" { +#endif + +extern void WINRT_InitMouse(_THIS); +extern void WINRT_QuitMouse(_THIS); +extern SDL_bool WINRT_UsingRelativeMouseMode; + +#ifdef __cplusplus +} +#endif + +#endif /* SDL_winrtmouse_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtopengles.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtopengles.cpp new file mode 100644 index 0000000..7874501 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtopengles.cpp @@ -0,0 +1,203 @@ +/* + 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 && SDL_VIDEO_OPENGL_EGL + +/* EGL implementation of SDL OpenGL support */ + +#include "SDL_winrtvideo_cpp.h" +extern "C" { +#include "SDL_winrtopengles.h" +#include "SDL_loadso.h" +#include "../SDL_egl_c.h" +} + +/* Windows includes */ +#include <wrl/client.h> +using namespace Windows::UI::Core; + +/* ANGLE/WinRT constants */ +static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0; +#define EGL_PLATFORM_ANGLE_ANGLE 0x3202 +#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203 +#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3204 +#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3205 +#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208 +#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209 +#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B +#define EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F + +#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B + + +/* + * SDL/EGL top-level implementation + */ + +extern "C" int +WINRT_GLES_LoadLibrary(_THIS, const char *path) +{ + SDL_VideoData *video_data = (SDL_VideoData *)_this->driverdata; + + if (SDL_EGL_LoadLibrary(_this, path, EGL_DEFAULT_DISPLAY, 0) != 0) { + return -1; + } + + /* Load ANGLE/WinRT-specific functions */ + CreateWinrtEglWindow_Old_Function CreateWinrtEglWindow = (CreateWinrtEglWindow_Old_Function) SDL_LoadFunction(_this->egl_data->egl_dll_handle, "CreateWinrtEglWindow"); + if (CreateWinrtEglWindow) { + /* 'CreateWinrtEglWindow' was found, which means that an an older + * version of ANGLE/WinRT is being used. Continue setting up EGL, + * as appropriate to this version of ANGLE. + */ + + /* Create an ANGLE/WinRT EGL-window */ + /* TODO, WinRT: check for XAML usage before accessing the CoreWindow, as not doing so could lead to a crash */ + CoreWindow ^ native_win = CoreWindow::GetForCurrentThread(); + Microsoft::WRL::ComPtr<IUnknown> cpp_win = reinterpret_cast<IUnknown *>(native_win); + HRESULT result = CreateWinrtEglWindow(cpp_win, ANGLE_D3D_FEATURE_LEVEL_ANY, &(video_data->winrtEglWindow)); + if (FAILED(result)) { + return -1; + } + + /* Call eglGetDisplay and eglInitialize as appropriate. On other + * platforms, this would probably get done by SDL_EGL_LoadLibrary, + * however ANGLE/WinRT's current implementation (as of Mar 22, 2014) of + * eglGetDisplay requires that a C++ object be passed into it, so the + * call will be made in this file, a C++ file, instead. + */ + Microsoft::WRL::ComPtr<IUnknown> cpp_display = video_data->winrtEglWindow; + _this->egl_data->egl_display = ((eglGetDisplay_Old_Function)_this->egl_data->eglGetDisplay)(cpp_display); + if (!_this->egl_data->egl_display) { + return SDL_EGL_SetError("Could not get Windows 8.0 EGL display", "eglGetDisplay"); + } + + if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) { + return SDL_EGL_SetError("Could not initialize Windows 8.0 EGL", "eglInitialize"); + } + } else { + /* Declare some ANGLE/EGL initialization property-sets, as suggested by + * MSOpenTech's ANGLE-for-WinRT template apps: + */ + const EGLint defaultDisplayAttributes[] = + { + EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, + EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, + EGL_NONE, + }; + + const EGLint fl9_3DisplayAttributes[] = + { + EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9, + EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3, + EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, + EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, + EGL_NONE, + }; + + const EGLint warpDisplayAttributes[] = + { + EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, + EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE, + EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE, + EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE, + EGL_NONE, + }; + + /* 'CreateWinrtEglWindow' was NOT found, which either means that a + * newer version of ANGLE/WinRT is being used, or that we don't have + * a valid copy of ANGLE. + * + * Try loading ANGLE as if it were the newer version. + */ + eglGetPlatformDisplayEXT_Function eglGetPlatformDisplayEXT = (eglGetPlatformDisplayEXT_Function)_this->egl_data->eglGetProcAddress("eglGetPlatformDisplayEXT"); + if (!eglGetPlatformDisplayEXT) { + return SDL_EGL_SetError("Could not retrieve ANGLE/WinRT display function(s)", "eglGetProcAddress"); + } + +#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) + /* Try initializing EGL at D3D11 Feature Level 10_0+ (which is not + * supported on WinPhone 8.x. + */ + _this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes); + if (!_this->egl_data->egl_display) { + return SDL_EGL_SetError("Could not get EGL display for Direct3D 10_0+", "eglGetPlatformDisplayEXT"); + } + + if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) +#endif + { + /* Try initializing EGL at D3D11 Feature Level 9_3, in case the + * 10_0 init fails, or we're on Windows Phone (which only supports + * 9_3). + */ + _this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes); + if (!_this->egl_data->egl_display) { + return SDL_EGL_SetError("Could not get EGL display for Direct3D 9_3", "eglGetPlatformDisplayEXT"); + } + + if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) { + /* Try initializing EGL at D3D11 Feature Level 11_0 on WARP + * (a Windows-provided, software rasterizer) if all else fails. + */ + _this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes); + if (!_this->egl_data->egl_display) { + return SDL_EGL_SetError("Could not get EGL display for Direct3D WARP", "eglGetPlatformDisplayEXT"); + } + + if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) { + return SDL_EGL_SetError("Could not initialize WinRT 8.x+ EGL", "eglInitialize"); + } + } + } + } + + return 0; +} + +extern "C" void +WINRT_GLES_UnloadLibrary(_THIS) +{ + SDL_VideoData *video_data = (SDL_VideoData *)_this->driverdata; + + /* Release SDL's own COM reference to the ANGLE/WinRT IWinrtEglWindow */ + if (video_data->winrtEglWindow) { + video_data->winrtEglWindow->Release(); + video_data->winrtEglWindow = nullptr; + } + + /* Perform the bulk of the unloading */ + SDL_EGL_UnloadLibrary(_this); +} + +extern "C" { +SDL_EGL_CreateContext_impl(WINRT) +SDL_EGL_SwapWindow_impl(WINRT) +SDL_EGL_MakeCurrent_impl(WINRT) +} + +#endif /* SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL */ + +/* vi: set ts=4 sw=4 expandtab: */ + diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtopengles.h b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtopengles.h new file mode 100644 index 0000000..a222c2b --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtopengles.h @@ -0,0 +1,70 @@ +/* + 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_config.h" + +#ifndef SDL_winrtopengles_h_ +#define SDL_winrtopengles_h_ + +#if SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL + +#include "../SDL_sysvideo.h" +#include "../SDL_egl_c.h" + +/* OpenGLES functions */ +#define WINRT_GLES_GetAttribute SDL_EGL_GetAttribute +#define WINRT_GLES_GetProcAddress SDL_EGL_GetProcAddress +#define WINRT_GLES_SetSwapInterval SDL_EGL_SetSwapInterval +#define WINRT_GLES_GetSwapInterval SDL_EGL_GetSwapInterval +#define WINRT_GLES_DeleteContext SDL_EGL_DeleteContext + +extern int WINRT_GLES_LoadLibrary(_THIS, const char *path); +extern void WINRT_GLES_UnloadLibrary(_THIS); +extern SDL_GLContext WINRT_GLES_CreateContext(_THIS, SDL_Window * window); +extern int WINRT_GLES_SwapWindow(_THIS, SDL_Window * window); +extern int WINRT_GLES_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context); + + +#ifdef __cplusplus + +/* Typedefs for ANGLE/WinRT's C++-based native-display and native-window types, + * which are used when calling eglGetDisplay and eglCreateWindowSurface. + */ +typedef Microsoft::WRL::ComPtr<IUnknown> WINRT_EGLNativeWindowType_Old; + +/* Function pointer typedefs for 'old' ANGLE/WinRT's functions, which may + * require that C++ objects be passed in: + */ +typedef EGLDisplay (EGLAPIENTRY *eglGetDisplay_Old_Function)(WINRT_EGLNativeWindowType_Old); +typedef EGLSurface (EGLAPIENTRY *eglCreateWindowSurface_Old_Function)(EGLDisplay, EGLConfig, WINRT_EGLNativeWindowType_Old, const EGLint *); +typedef HRESULT (EGLAPIENTRY *CreateWinrtEglWindow_Old_Function)(Microsoft::WRL::ComPtr<IUnknown>, int, IUnknown ** result); + +#endif /* __cplusplus */ + +/* Function pointer typedefs for 'new' ANGLE/WinRT functions, which, unlike + * the old functions, do not require C++ support and work with plain C. + */ +typedef EGLDisplay (EGLAPIENTRY *eglGetPlatformDisplayEXT_Function)(EGLenum, void *, const EGLint *); + +#endif /* SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL */ + +#endif /* SDL_winrtopengles_h_ */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtpointerinput.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtpointerinput.cpp new file mode 100644 index 0000000..bc438f2 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtpointerinput.cpp @@ -0,0 +1,415 @@ +/* + 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 + +/* SDL includes */ +#include "SDL_winrtevents_c.h" +#include "SDL_winrtmouse_c.h" +#include "SDL_winrtvideo_cpp.h" +#include "SDL_assert.h" +#include "SDL_system.h" + +extern "C" { +#include "../SDL_sysvideo.h" +#include "../../events/SDL_events_c.h" +#include "../../events/SDL_mouse_c.h" +#include "../../events/SDL_touch_c.h" +} + +/* File-specific globals: */ +static SDL_TouchID WINRT_TouchID = 1; +static unsigned int WINRT_LeftFingerDown = 0; + + +void +WINRT_InitTouch(_THIS) +{ + SDL_AddTouch(WINRT_TouchID, ""); +} + + +// +// Applies necessary geometric transformations to raw cursor positions: +// +Windows::Foundation::Point +WINRT_TransformCursorPosition(SDL_Window * window, + Windows::Foundation::Point rawPosition, + WINRT_CursorNormalizationType normalization) +{ + using namespace Windows::UI::Core; + using namespace Windows::Graphics::Display; + + if (!window) { + return rawPosition; + } + + SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata; + if (windowData->coreWindow == nullptr) { + // For some reason, the window isn't associated with a CoreWindow. + // This might end up being the case as XAML support is extended. + // For now, if there's no CoreWindow attached to the SDL_Window, + // don't do any transforms. + + // TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support + return rawPosition; + } + + // The CoreWindow can only be accessed on certain thread(s). + SDL_assert(CoreWindow::GetForCurrentThread() != nullptr); + + CoreWindow ^ nativeWindow = windowData->coreWindow.Get(); + Windows::Foundation::Point outputPosition; + + // Compute coordinates normalized from 0..1. + // If the coordinates need to be sized to the SDL window, + // we'll do that after. +#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8) + outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width; + outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height; +#else + switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation)) + { + case DisplayOrientations::Portrait: + outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width; + outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height; + break; + case DisplayOrientations::PortraitFlipped: + outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width); + outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height); + break; + case DisplayOrientations::Landscape: + outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height; + outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width); + break; + case DisplayOrientations::LandscapeFlipped: + outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height); + outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width; + break; + default: + break; + } +#endif + + if (normalization == TransformToSDLWindowSize) { + outputPosition.X *= ((float32) window->w); + outputPosition.Y *= ((float32) window->h); + } + + return outputPosition; +} + +static inline int +_lround(float arg) +{ + if (arg >= 0.0f) { + return (int)floor(arg + 0.5f); + } else { + return (int)ceil(arg - 0.5f); + } +} + +Uint8 +WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt) +{ + using namespace Windows::UI::Input; + +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP + return SDL_BUTTON_LEFT; +#else + switch (pt->Properties->PointerUpdateKind) + { + case PointerUpdateKind::LeftButtonPressed: + case PointerUpdateKind::LeftButtonReleased: + return SDL_BUTTON_LEFT; + + case PointerUpdateKind::RightButtonPressed: + case PointerUpdateKind::RightButtonReleased: + return SDL_BUTTON_RIGHT; + + case PointerUpdateKind::MiddleButtonPressed: + case PointerUpdateKind::MiddleButtonReleased: + return SDL_BUTTON_MIDDLE; + + case PointerUpdateKind::XButton1Pressed: + case PointerUpdateKind::XButton1Released: + return SDL_BUTTON_X1; + + case PointerUpdateKind::XButton2Pressed: + case PointerUpdateKind::XButton2Released: + return SDL_BUTTON_X2; + + default: + break; + } +#endif + + return 0; +} + +//const char * +//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind) +//{ +// using namespace Windows::UI::Input; +// +// switch (kind) +// { +// case PointerUpdateKind::Other: +// return "Other"; +// case PointerUpdateKind::LeftButtonPressed: +// return "LeftButtonPressed"; +// case PointerUpdateKind::LeftButtonReleased: +// return "LeftButtonReleased"; +// case PointerUpdateKind::RightButtonPressed: +// return "RightButtonPressed"; +// case PointerUpdateKind::RightButtonReleased: +// return "RightButtonReleased"; +// case PointerUpdateKind::MiddleButtonPressed: +// return "MiddleButtonPressed"; +// case PointerUpdateKind::MiddleButtonReleased: +// return "MiddleButtonReleased"; +// case PointerUpdateKind::XButton1Pressed: +// return "XButton1Pressed"; +// case PointerUpdateKind::XButton1Released: +// return "XButton1Released"; +// case PointerUpdateKind::XButton2Pressed: +// return "XButton2Pressed"; +// case PointerUpdateKind::XButton2Released: +// return "XButton2Released"; +// } +// +// return ""; +//} + +static bool +WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint) +{ +#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP + return true; +#else + using namespace Windows::Devices::Input; + switch (pointerPoint->PointerDevice->PointerDeviceType) { + case PointerDeviceType::Touch: + case PointerDeviceType::Pen: + return true; + default: + return false; + } +#endif +} + +void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) +{ + if (!window) { + return; + } + + Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint); + + if ( ! WINRT_IsTouchEvent(pointerPoint)) { + SDL_SendMouseButton(window, 0, SDL_PRESSED, button); + } else { + Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne); + Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize); + + if (!WINRT_LeftFingerDown) { + if (button) { + SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, (int)windowPoint.X, (int)windowPoint.Y); + SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_PRESSED, button); + } + + WINRT_LeftFingerDown = pointerPoint->PointerId; + } + + SDL_SendTouch( + WINRT_TouchID, + (SDL_FingerID) pointerPoint->PointerId, + SDL_TRUE, + normalizedPoint.X, + normalizedPoint.Y, + pointerPoint->Properties->Pressure); + } +} + +void +WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) +{ + if (!window || WINRT_UsingRelativeMouseMode) { + return; + } + + Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne); + Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize); + + if ( ! WINRT_IsTouchEvent(pointerPoint)) { + SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y); + } else { + if (pointerPoint->PointerId == WINRT_LeftFingerDown) { + SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, (int)windowPoint.X, (int)windowPoint.Y); + } + + SDL_SendTouchMotion( + WINRT_TouchID, + (SDL_FingerID) pointerPoint->PointerId, + normalizedPoint.X, + normalizedPoint.Y, + pointerPoint->Properties->Pressure); + } +} + +void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) +{ + if (!window) { + return; + } + + Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint); + + if (!WINRT_IsTouchEvent(pointerPoint)) { + SDL_SendMouseButton(window, 0, SDL_RELEASED, button); + } else { + Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne); + + if (WINRT_LeftFingerDown == pointerPoint->PointerId) { + if (button) { + SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_RELEASED, button); + } + WINRT_LeftFingerDown = 0; + } + + SDL_SendTouch( + WINRT_TouchID, + (SDL_FingerID) pointerPoint->PointerId, + SDL_FALSE, + normalizedPoint.X, + normalizedPoint.Y, + pointerPoint->Properties->Pressure); + } +} + +void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) +{ + if (!window) { + return; + } + + if (!WINRT_IsTouchEvent(pointerPoint)) { + SDL_SetMouseFocus(window); + } +} + +void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) +{ + if (!window) { + return; + } + + if (!WINRT_IsTouchEvent(pointerPoint)) { + SDL_SetMouseFocus(NULL); + } +} + +void +WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) +{ + if (!window) { + return; + } + + float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA; + SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL); +} + +void +WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args) +{ + if (!window || !WINRT_UsingRelativeMouseMode) { + return; + } + + // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows + // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs' + // MouseDelta field often reports very large values. More information + // on this can be found at the following pages on MSDN: + // - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8 + // - https://connect.microsoft.com/VisualStudio/Feedback/details/756515 + // + // The values do not appear to be as large when running on some systems, + // most notably a Surface RT. Furthermore, the values returned by + // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved + // method, do not ever appear to be large, even when MouseEventArgs' + // MouseDelta is reporting to the contrary. + // + // On systems with the large-values behavior, it appears that the values + // get reported as if the screen's size is 65536 units in both the X and Y + // dimensions. This can be viewed by using Windows' now-private, "Raw Input" + // APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.) + // + // MSDN's documentation on MouseEventArgs' MouseDelta field (at + // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ), + // does not seem to indicate (to me) that its values should be so large. It + // says that its values should be a "change in screen location". I could + // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see: + // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ), + // indicates that these values are in DIPs, which is the same unit used + // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint + // property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx + // for details.) + // + // To note, PointerMoved events are sent a 'RawPosition' value (via the + // CurrentPoint property in MouseEventArgs), however these do not seem + // to exhibit the same large-value behavior. + // + // The values passed via PointerMoved events can't always be used for relative + // mouse motion, unfortunately. Its values are bound to the cursor's position, + // which stops when it hits one of the screen's edges. This can be a problem in + // first person shooters, whereby it is normal for mouse motion to travel far + // along any one axis for a period of time. MouseMoved events do not have the + // screen-bounding limitation, and can be used regardless of where the system's + // cursor is. + // + // One possible workaround would be to programmatically set the cursor's + // position to the screen's center (when SDL's relative mouse mode is enabled), + // however WinRT does not yet seem to have the ability to set the cursor's + // position via a public API. Win32 did this via an API call, SetCursorPos, + // however WinRT makes this function be private. Apps that use it won't get + // approved for distribution in the Windows Store. I've yet to be able to find + // a suitable, store-friendly counterpart for WinRT. + // + // There may be some room for a workaround whereby OnPointerMoved's values + // are compared to the values from OnMouseMoved in order to detect + // when this bug is active. A suitable transformation could then be made to + // OnMouseMoved's values. For now, however, the system-reported values are sent + // to SDL with minimal transformation: from native screen coordinates (in DIPs) + // to SDL window coordinates. + // + const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y); + const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize); + SDL_SendMouseMotion( + window, + 0, + 1, + _lround(mouseDeltaInSDLWindowCoords.X), + _lround(mouseDeltaInSDLWindowCoords.Y)); +} + +#endif // SDL_VIDEO_DRIVER_WINRT diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo.cpp new file mode 100644 index 0000000..99bfd07 --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo.cpp @@ -0,0 +1,842 @@ +/* + 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 + +/* WinRT SDL video driver implementation + + Initial work on this was done by David Ludwig (dludwig@pobox.com), and + was based off of SDL's "dummy" video driver. + */ + +/* Windows includes */ +#include <agile.h> +#include <windows.graphics.display.h> +#include <windows.system.display.h> +#include <dxgi.h> +#include <dxgi1_2.h> +using namespace Windows::ApplicationModel::Core; +using namespace Windows::Foundation; +using namespace Windows::Graphics::Display; +using namespace Windows::UI::Core; +using namespace Windows::UI::ViewManagement; + + +/* [re]declare Windows GUIDs locally, to limit the amount of external lib(s) SDL has to link to */ +static const GUID IID_IDisplayRequest = { 0xe5732044, 0xf49f, 0x4b60, { 0x8d, 0xd4, 0x5e, 0x7e, 0x3a, 0x63, 0x2a, 0xc0 } }; +static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; + + +/* SDL includes */ +extern "C" { +#include "SDL_video.h" +#include "SDL_mouse.h" +#include "../SDL_sysvideo.h" +#include "../SDL_pixels_c.h" +#include "../../events/SDL_events_c.h" +#include "../../render/SDL_sysrender.h" +#include "SDL_syswm.h" +#include "SDL_winrtopengles.h" +#include "../../core/windows/SDL_windows.h" +} + +#include "../../core/winrt/SDL_winrtapp_direct3d.h" +#include "../../core/winrt/SDL_winrtapp_xaml.h" +#include "SDL_winrtvideo_cpp.h" +#include "SDL_winrtevents_c.h" +#include "SDL_winrtgamebar_cpp.h" +#include "SDL_winrtmouse_c.h" +#include "SDL_main.h" +#include "SDL_system.h" +//#include "SDL_log.h" + + +/* Initialization/Query functions */ +static int WINRT_VideoInit(_THIS); +static int WINRT_InitModes(_THIS); +static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode); +static void WINRT_VideoQuit(_THIS); + + +/* Window functions */ +static int WINRT_CreateWindow(_THIS, SDL_Window * window); +static void WINRT_SetWindowSize(_THIS, SDL_Window * window); +static void WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen); +static void WINRT_DestroyWindow(_THIS, SDL_Window * window); +static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info); + + +/* Misc functions */ +static ABI::Windows::System::Display::IDisplayRequest * WINRT_CreateDisplayRequest(_THIS); +extern void WINRT_SuspendScreenSaver(_THIS); + + +/* SDL-internal globals: */ +SDL_Window * WINRT_GlobalSDLWindow = NULL; + + +/* WinRT driver bootstrap functions */ + +static int +WINRT_Available(void) +{ + return (1); +} + +static void +WINRT_DeleteDevice(SDL_VideoDevice * device) +{ + if (device->driverdata) { + SDL_VideoData * video_data = (SDL_VideoData *)device->driverdata; + if (video_data->winrtEglWindow) { + video_data->winrtEglWindow->Release(); + } + SDL_free(video_data); + } + + SDL_free(device); +} + +static SDL_VideoDevice * +WINRT_CreateDevice(int devindex) +{ + SDL_VideoDevice *device; + SDL_VideoData *data; + + /* Initialize all variables that we clean on shutdown */ + device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice)); + if (!device) { + SDL_OutOfMemory(); + return (0); + } + + data = (SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData)); + if (!data) { + SDL_OutOfMemory(); + SDL_free(device); + return (0); + } + device->driverdata = data; + + /* Set the function pointers */ + device->VideoInit = WINRT_VideoInit; + device->VideoQuit = WINRT_VideoQuit; + device->CreateSDLWindow = WINRT_CreateWindow; + device->SetWindowSize = WINRT_SetWindowSize; + device->SetWindowFullscreen = WINRT_SetWindowFullscreen; + device->DestroyWindow = WINRT_DestroyWindow; + device->SetDisplayMode = WINRT_SetDisplayMode; + device->PumpEvents = WINRT_PumpEvents; + device->GetWindowWMInfo = WINRT_GetWindowWMInfo; + device->SuspendScreenSaver = WINRT_SuspendScreenSaver; + +#if NTDDI_VERSION >= NTDDI_WIN10 + device->HasScreenKeyboardSupport = WINRT_HasScreenKeyboardSupport; + device->ShowScreenKeyboard = WINRT_ShowScreenKeyboard; + device->HideScreenKeyboard = WINRT_HideScreenKeyboard; + device->IsScreenKeyboardShown = WINRT_IsScreenKeyboardShown; +#endif + +#ifdef SDL_VIDEO_OPENGL_EGL + device->GL_LoadLibrary = WINRT_GLES_LoadLibrary; + device->GL_GetProcAddress = WINRT_GLES_GetProcAddress; + device->GL_UnloadLibrary = WINRT_GLES_UnloadLibrary; + device->GL_CreateContext = WINRT_GLES_CreateContext; + device->GL_MakeCurrent = WINRT_GLES_MakeCurrent; + device->GL_SetSwapInterval = WINRT_GLES_SetSwapInterval; + device->GL_GetSwapInterval = WINRT_GLES_GetSwapInterval; + device->GL_SwapWindow = WINRT_GLES_SwapWindow; + device->GL_DeleteContext = WINRT_GLES_DeleteContext; +#endif + device->free = WINRT_DeleteDevice; + + return device; +} + +#define WINRTVID_DRIVER_NAME "winrt" +VideoBootStrap WINRT_bootstrap = { + WINRTVID_DRIVER_NAME, "SDL WinRT video driver", + WINRT_Available, WINRT_CreateDevice +}; + +int +WINRT_VideoInit(_THIS) +{ + SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata; + if (WINRT_InitModes(_this) < 0) { + return -1; + } + WINRT_InitMouse(_this); + WINRT_InitTouch(_this); + WINRT_InitGameBar(_this); + if (driverdata) { + /* Initialize screensaver-disabling support */ + driverdata->displayRequest = WINRT_CreateDisplayRequest(_this); + } + return 0; +} + +extern "C" +Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat); + +static void +WINRT_DXGIModeToSDLDisplayMode(const DXGI_MODE_DESC * dxgiMode, SDL_DisplayMode * sdlMode) +{ + SDL_zerop(sdlMode); + sdlMode->w = dxgiMode->Width; + sdlMode->h = dxgiMode->Height; + sdlMode->refresh_rate = dxgiMode->RefreshRate.Numerator / dxgiMode->RefreshRate.Denominator; + sdlMode->format = D3D11_DXGIFormatToSDLPixelFormat(dxgiMode->Format); +} + +static int +WINRT_AddDisplaysForOutput (_THIS, IDXGIAdapter1 * dxgiAdapter1, int outputIndex) +{ + HRESULT hr; + IDXGIOutput * dxgiOutput = NULL; + DXGI_OUTPUT_DESC dxgiOutputDesc; + SDL_VideoDisplay display; + char * displayName = NULL; + UINT numModes; + DXGI_MODE_DESC * dxgiModes = NULL; + int functionResult = -1; /* -1 for failure, 0 for success */ + DXGI_MODE_DESC modeToMatch, closestMatch; + + SDL_zero(display); + + hr = dxgiAdapter1->EnumOutputs(outputIndex, &dxgiOutput); + if (FAILED(hr)) { + if (hr != DXGI_ERROR_NOT_FOUND) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter1::EnumOutputs failed", hr); + } + goto done; + } + + hr = dxgiOutput->GetDesc(&dxgiOutputDesc); + if (FAILED(hr)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDesc failed", hr); + goto done; + } + + SDL_zero(modeToMatch); + modeToMatch.Format = DXGI_FORMAT_B8G8R8A8_UNORM; + modeToMatch.Width = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left); + modeToMatch.Height = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top); + hr = dxgiOutput->FindClosestMatchingMode(&modeToMatch, &closestMatch, NULL); + if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) { + /* DXGI_ERROR_NOT_CURRENTLY_AVAILABLE gets returned by IDXGIOutput::FindClosestMatchingMode + when running under the Windows Simulator, which uses Remote Desktop (formerly known as Terminal + Services) under the hood. According to the MSDN docs for the similar function, + IDXGIOutput::GetDisplayModeList, DXGI_ERROR_NOT_CURRENTLY_AVAILABLE is returned if and + when an app is run under a Terminal Services session, hence the assumption. + + In this case, just add an SDL display mode, with approximated values. + */ + SDL_DisplayMode mode; + SDL_zero(mode); + display.name = "Windows Simulator / Terminal Services Display"; + mode.w = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left); + mode.h = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top); + mode.format = DXGI_FORMAT_B8G8R8A8_UNORM; + mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */ + display.desktop_mode = mode; + display.current_mode = mode; + if ( ! SDL_AddDisplayMode(&display, &mode)) { + goto done; + } + } else if (FAILED(hr)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr); + goto done; + } else { + displayName = WIN_StringToUTF8(dxgiOutputDesc.DeviceName); + display.name = displayName; + WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode); + display.current_mode = display.desktop_mode; + + hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, NULL); + if (FAILED(hr)) { + if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) { + // TODO, WinRT: make sure display mode(s) are added when using Terminal Services / Windows Simulator + } + WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode list size] failed", hr); + goto done; + } + + dxgiModes = (DXGI_MODE_DESC *)SDL_calloc(numModes, sizeof(DXGI_MODE_DESC)); + if ( ! dxgiModes) { + SDL_OutOfMemory(); + goto done; + } + + hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, dxgiModes); + if (FAILED(hr)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode contents] failed", hr); + goto done; + } + + for (UINT i = 0; i < numModes; ++i) { + SDL_DisplayMode sdlMode; + WINRT_DXGIModeToSDLDisplayMode(&dxgiModes[i], &sdlMode); + SDL_AddDisplayMode(&display, &sdlMode); + } + } + + if (SDL_AddVideoDisplay(&display) < 0) { + goto done; + } + + functionResult = 0; /* 0 for Success! */ +done: + if (dxgiModes) { + SDL_free(dxgiModes); + } + if (dxgiOutput) { + dxgiOutput->Release(); + } + if (displayName) { + SDL_free(displayName); + } + return functionResult; +} + +static int +WINRT_AddDisplaysForAdapter (_THIS, IDXGIFactory2 * dxgiFactory2, int adapterIndex) +{ + HRESULT hr; + IDXGIAdapter1 * dxgiAdapter1; + + hr = dxgiFactory2->EnumAdapters1(adapterIndex, &dxgiAdapter1); + if (FAILED(hr)) { + if (hr != DXGI_ERROR_NOT_FOUND) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory1::EnumAdapters1() failed", hr); + } + return -1; + } + + for (int outputIndex = 0; ; ++outputIndex) { + if (WINRT_AddDisplaysForOutput(_this, dxgiAdapter1, outputIndex) < 0) { + /* HACK: The Windows App Certification Kit 10.0 can fail, when + running the Store Apps' test, "Direct3D Feature Test". The + certification kit's error is: + + "Application App was not running at the end of the test. It likely crashed or was terminated for having become unresponsive." + + This was caused by SDL/WinRT's DXGI failing to report any + outputs. Attempts to get the 1st display-output from the + 1st display-adapter can fail, with IDXGIAdapter::EnumOutputs + returning DXGI_ERROR_NOT_FOUND. This could be a bug in Windows, + the Windows App Certification Kit, or possibly in SDL/WinRT's + display detection code. Either way, try to detect when this + happens, and use a hackish means to create a reasonable-as-possible + 'display mode'. -- DavidL + */ + if (adapterIndex == 0 && outputIndex == 0) { + SDL_VideoDisplay display; + SDL_DisplayMode mode; +#if SDL_WINRT_USE_APPLICATIONVIEW + ApplicationView ^ appView = ApplicationView::GetForCurrentView(); +#endif + CoreWindow ^ coreWin = CoreWindow::GetForCurrentThread(); + SDL_zero(display); + SDL_zero(mode); + display.name = "DXGI Display-detection Workaround"; + + /* HACK: ApplicationView's VisibleBounds property, appeared, via testing, to + give a better approximation of display-size, than did CoreWindow's + Bounds property, insofar that ApplicationView::VisibleBounds seems like + it will, at least some of the time, give the full display size (during the + failing test), whereas CoreWindow might not. -- DavidL + */ + +#if (NTDDI_VERSION >= NTDDI_WIN10) || (SDL_WINRT_USE_APPLICATIONVIEW && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Width); + mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Height); +#else + /* On platform(s) that do not support VisibleBounds, such as Windows 8.1, + fall back to CoreWindow's Bounds property. + */ + mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Width); + mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Height); +#endif + + mode.format = DXGI_FORMAT_B8G8R8A8_UNORM; + mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */ + display.desktop_mode = mode; + display.current_mode = mode; + if ((SDL_AddDisplayMode(&display, &mode) < 0) || + (SDL_AddVideoDisplay(&display) < 0)) + { + return SDL_SetError("Failed to apply DXGI Display-detection workaround"); + } + } + + break; + } + } + + dxgiAdapter1->Release(); + return 0; +} + +int +WINRT_InitModes(_THIS) +{ + /* HACK: Initialize a single display, for whatever screen the app's + CoreApplicationView is on. + TODO, WinRT: Try initializing multiple displays, one for each monitor. + Appropriate WinRT APIs for this seem elusive, though. -- DavidL + */ + + HRESULT hr; + IDXGIFactory2 * dxgiFactory2 = NULL; + + hr = CreateDXGIFactory1(IID_IDXGIFactory2, (void **)&dxgiFactory2); + if (FAILED(hr)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory1() failed", hr); + return -1; + } + + for (int adapterIndex = 0; ; ++adapterIndex) { + if (WINRT_AddDisplaysForAdapter(_this, dxgiFactory2, adapterIndex) < 0) { + break; + } + } + + return 0; +} + +static int +WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode) +{ + return 0; +} + +void +WINRT_VideoQuit(_THIS) +{ + SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata; + if (driverdata && driverdata->displayRequest) { + driverdata->displayRequest->Release(); + driverdata->displayRequest = NULL; + } + WINRT_QuitGameBar(_this); + WINRT_QuitMouse(_this); +} + +static const Uint32 WINRT_DetectableFlags = + SDL_WINDOW_MAXIMIZED | + SDL_WINDOW_FULLSCREEN_DESKTOP | + SDL_WINDOW_SHOWN | + SDL_WINDOW_HIDDEN | + SDL_WINDOW_MOUSE_FOCUS; + +extern "C" Uint32 +WINRT_DetectWindowFlags(SDL_Window * window) +{ + Uint32 latestFlags = 0; + SDL_WindowData * data = (SDL_WindowData *) window->driverdata; + bool is_fullscreen = false; + +#if SDL_WINRT_USE_APPLICATIONVIEW + if (data->appView) { + is_fullscreen = data->appView->IsFullScreen; + } +#elif (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION == NTDDI_WIN8) + is_fullscreen = true; +#endif + + if (data->coreWindow.Get()) { + if (is_fullscreen) { + SDL_VideoDisplay * display = SDL_GetDisplayForWindow(window); + int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width); + int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height); + +#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8) + // On all WinRT platforms, except for WinPhone 8.0, rotate the + // window size. This is needed to properly calculate + // fullscreen vs. maximized. + const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation); + switch (currentOrientation) { +#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + case DisplayOrientations::Landscape: + case DisplayOrientations::LandscapeFlipped: +#else + case DisplayOrientations::Portrait: + case DisplayOrientations::PortraitFlipped: +#endif + { + int tmp = w; + w = h; + h = tmp; + } break; + } +#endif + + if (display->desktop_mode.w != w || display->desktop_mode.h != h) { + latestFlags |= SDL_WINDOW_MAXIMIZED; + } else { + latestFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP; + } + } + + if (data->coreWindow->Visible) { + latestFlags |= SDL_WINDOW_SHOWN; + } else { + latestFlags |= SDL_WINDOW_HIDDEN; + } + +#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION < NTDDI_WINBLUE) + // data->coreWindow->PointerPosition is not supported on WinPhone 8.0 + latestFlags |= SDL_WINDOW_MOUSE_FOCUS; +#else + if (data->coreWindow->Visible && data->coreWindow->Bounds.Contains(data->coreWindow->PointerPosition)) { + latestFlags |= SDL_WINDOW_MOUSE_FOCUS; + } +#endif + } + + return latestFlags; +} + +// TODO, WinRT: consider removing WINRT_UpdateWindowFlags, and just calling WINRT_DetectWindowFlags as-appropriate (with appropriate calls to SDL_SendWindowEvent) +void +WINRT_UpdateWindowFlags(SDL_Window * window, Uint32 mask) +{ + mask &= WINRT_DetectableFlags; + if (window) { + Uint32 apply = WINRT_DetectWindowFlags(window); + if ((apply & mask) & SDL_WINDOW_FULLSCREEN) { + window->last_fullscreen_flags = window->flags; // seems necessary to programmatically un-fullscreen, via SDL APIs + } + window->flags = (window->flags & ~mask) | (apply & mask); + } +} + +static bool +WINRT_IsCoreWindowActive(CoreWindow ^ coreWindow) +{ + /* WinRT does not appear to offer API(s) to determine window-activation state, + at least not that I am aware of in Win8 - Win10. As such, SDL tracks this + itself, via window-activation events. + + If there *is* an API to track this, it should probably get used instead + of the following hack (that uses "SDLHelperWindowActivationState"). + -- DavidL. + */ + if (coreWindow->CustomProperties->HasKey("SDLHelperWindowActivationState")) { + CoreWindowActivationState activationState = \ + safe_cast<CoreWindowActivationState>(coreWindow->CustomProperties->Lookup("SDLHelperWindowActivationState")); + return (activationState != CoreWindowActivationState::Deactivated); + } + + /* Assume that non-SDL tracked windows are active, although this should + probably be avoided, if possible. + + This might not even be possible, in normal SDL use, at least as of + this writing (Dec 22, 2015; via latest hg.libsdl.org/SDL clone) -- DavidL + */ + return true; +} + +int +WINRT_CreateWindow(_THIS, SDL_Window * window) +{ + // Make sure that only one window gets created, at least until multimonitor + // support is added. + if (WINRT_GlobalSDLWindow != NULL) { + SDL_SetError("WinRT only supports one window"); + return -1; + } + + SDL_WindowData *data = new SDL_WindowData; /* use 'new' here as SDL_WindowData may use WinRT/C++ types */ + if (!data) { + SDL_OutOfMemory(); + return -1; + } + window->driverdata = data; + data->sdlWindow = window; + + /* To note, when XAML support is enabled, access to the CoreWindow will not + be possible, at least not via the SDL/XAML thread. Attempts to access it + from there will throw exceptions. As such, the SDL_WindowData's + 'coreWindow' field will only be set (to a non-null value) if XAML isn't + enabled. + */ + if (!WINRT_XAMLWasEnabled) { + data->coreWindow = CoreWindow::GetForCurrentThread(); +#if SDL_WINRT_USE_APPLICATIONVIEW + data->appView = ApplicationView::GetForCurrentView(); +#endif + } + + /* Make note of the requested window flags, before they start getting changed. */ + const Uint32 requestedFlags = window->flags; + +#if SDL_VIDEO_OPENGL_EGL + /* Setup the EGL surface, but only if OpenGL ES 2 was requested. */ + if (!(window->flags & SDL_WINDOW_OPENGL)) { + /* OpenGL ES 2 wasn't requested. Don't set up an EGL surface. */ + data->egl_surface = EGL_NO_SURFACE; + } else { + /* OpenGL ES 2 was reuqested. Set up an EGL surface. */ + SDL_VideoData * video_data = (SDL_VideoData *)_this->driverdata; + + /* Call SDL_EGL_ChooseConfig and eglCreateWindowSurface directly, + * rather than via SDL_EGL_CreateSurface, as older versions of + * ANGLE/WinRT may require that a C++ object, ComPtr<IUnknown>, + * be passed into eglCreateWindowSurface. + */ + if (SDL_EGL_ChooseConfig(_this) != 0) { + char buf[512]; + SDL_snprintf(buf, sizeof(buf), "SDL_EGL_ChooseConfig failed: %s", SDL_GetError()); + return SDL_SetError("%s", buf); + } + + if (video_data->winrtEglWindow) { /* ... is the 'old' version of ANGLE/WinRT being used? */ + /* Attempt to create a window surface using older versions of + * ANGLE/WinRT: + */ + Microsoft::WRL::ComPtr<IUnknown> cpp_winrtEglWindow = video_data->winrtEglWindow; + data->egl_surface = ((eglCreateWindowSurface_Old_Function)_this->egl_data->eglCreateWindowSurface)( + _this->egl_data->egl_display, + _this->egl_data->egl_config, + cpp_winrtEglWindow, NULL); + if (data->egl_surface == NULL) { + return SDL_EGL_SetError("unable to create EGL native-window surface", "eglCreateWindowSurface"); + } + } else if (data->coreWindow.Get() != nullptr) { + /* Attempt to create a window surface using newer versions of + * ANGLE/WinRT: + */ + IInspectable * coreWindowAsIInspectable = reinterpret_cast<IInspectable *>(data->coreWindow.Get()); + data->egl_surface = _this->egl_data->eglCreateWindowSurface( + _this->egl_data->egl_display, + _this->egl_data->egl_config, + coreWindowAsIInspectable, + NULL); + if (data->egl_surface == NULL) { + return SDL_EGL_SetError("unable to create EGL native-window surface", "eglCreateWindowSurface"); + } + } else { + return SDL_SetError("No supported means to create an EGL window surface are available"); + } + } +#endif + + /* Determine as many flags dynamically, as possible. */ + window->flags = + SDL_WINDOW_BORDERLESS | + SDL_WINDOW_RESIZABLE; + +#if SDL_VIDEO_OPENGL_EGL + if (data->egl_surface) { + window->flags |= SDL_WINDOW_OPENGL; + } +#endif + + if (WINRT_XAMLWasEnabled) { + /* TODO, WinRT: set SDL_Window size, maybe position too, from XAML control */ + window->x = 0; + window->y = 0; + window->flags |= SDL_WINDOW_SHOWN; + SDL_SetMouseFocus(NULL); // TODO: detect this + SDL_SetKeyboardFocus(NULL); // TODO: detect this + } else { + /* WinRT 8.x apps seem to live in an environment where the OS controls the + app's window size, with some apps being fullscreen, depending on + user choice of various things. For now, just adapt the SDL_Window to + whatever Windows set-up as the native-window's geometry. + */ + window->x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left); + window->y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top); +#if NTDDI_VERSION < NTDDI_WIN10 + /* On WinRT 8.x / pre-Win10, just use the size we were given. */ + window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width); + window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height); +#else + /* On Windows 10, we occasionally get control over window size. For windowed + mode apps, try this. + */ + bool didSetSize = false; + if (!(requestedFlags & SDL_WINDOW_FULLSCREEN)) { + const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w), + WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h)); + didSetSize = data->appView->TryResizeView(size); + } + if (!didSetSize) { + /* We either weren't able to set the window size, or a request for + fullscreen was made. Get window-size info from the OS. + */ + window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width); + window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height); + } +#endif + + WINRT_UpdateWindowFlags( + window, + 0xffffffff /* Update any window flag(s) that WINRT_UpdateWindow can handle */ + ); + + /* Try detecting if the window is active */ + bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get()); + if (isWindowActive) { + SDL_SetKeyboardFocus(window); + } + } + + /* Make sure the WinRT app's IFramworkView can post events on + behalf of SDL: + */ + WINRT_GlobalSDLWindow = window; + + /* All done! */ + return 0; +} + +void +WINRT_SetWindowSize(_THIS, SDL_Window * window) +{ +#if NTDDI_VERSION >= NTDDI_WIN10 + SDL_WindowData * data = (SDL_WindowData *)window->driverdata; + const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w), + WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h)); + data->appView->TryResizeView(size); // TODO, WinRT: return failure (to caller?) from TryResizeView() +#endif +} + +void +WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen) +{ +#if NTDDI_VERSION >= NTDDI_WIN10 + SDL_WindowData * data = (SDL_WindowData *)window->driverdata; + bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get()); + if (isWindowActive) { + if (fullscreen) { + if (!data->appView->IsFullScreenMode) { + data->appView->TryEnterFullScreenMode(); // TODO, WinRT: return failure (to caller?) from TryEnterFullScreenMode() + } + } else { + if (data->appView->IsFullScreenMode) { + data->appView->ExitFullScreenMode(); + } + } + } +#endif +} + + +void +WINRT_DestroyWindow(_THIS, SDL_Window * window) +{ + SDL_WindowData * data = (SDL_WindowData *) window->driverdata; + + if (WINRT_GlobalSDLWindow == window) { + WINRT_GlobalSDLWindow = NULL; + } + + if (data) { + // Delete the internal window data: + delete data; + data = NULL; + window->driverdata = NULL; + } +} + +SDL_bool +WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info) +{ + SDL_WindowData * data = (SDL_WindowData *) window->driverdata; + + if (info->version.major <= SDL_MAJOR_VERSION) { + info->subsystem = SDL_SYSWM_WINRT; + info->info.winrt.window = reinterpret_cast<IInspectable *>(data->coreWindow.Get()); + return SDL_TRUE; + } else { + SDL_SetError("Application not compiled with SDL %d.%d", + SDL_MAJOR_VERSION, SDL_MINOR_VERSION); + return SDL_FALSE; + } + return SDL_FALSE; +} + +static ABI::Windows::System::Display::IDisplayRequest * +WINRT_CreateDisplayRequest(_THIS) +{ + /* Setup a WinRT DisplayRequest object, usable for enabling/disabling screensaver requests */ + wchar_t *wClassName = L"Windows.System.Display.DisplayRequest"; + HSTRING hClassName; + IActivationFactory *pActivationFactory = NULL; + IInspectable * pDisplayRequestRaw = nullptr; + ABI::Windows::System::Display::IDisplayRequest * pDisplayRequest = nullptr; + HRESULT hr; + + hr = ::WindowsCreateString(wClassName, (UINT32)wcslen(wClassName), &hClassName); + if (FAILED(hr)) { + goto done; + } + + hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory); + if (FAILED(hr)) { + goto done; + } + + hr = pActivationFactory->ActivateInstance(&pDisplayRequestRaw); + if (FAILED(hr)) { + goto done; + } + + hr = pDisplayRequestRaw->QueryInterface(IID_IDisplayRequest, (void **) &pDisplayRequest); + if (FAILED(hr)) { + goto done; + } + +done: + if (pDisplayRequestRaw) { + pDisplayRequestRaw->Release(); + } + if (pActivationFactory) { + pActivationFactory->Release(); + } + if (hClassName) { + ::WindowsDeleteString(hClassName); + } + + return pDisplayRequest; +} + +void +WINRT_SuspendScreenSaver(_THIS) +{ + SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata; + if (driverdata && driverdata->displayRequest) { + ABI::Windows::System::Display::IDisplayRequest * displayRequest = (ABI::Windows::System::Display::IDisplayRequest *) driverdata->displayRequest; + if (_this->suspend_screensaver) { + displayRequest->RequestActive(); + } else { + displayRequest->RequestRelease(); + } + } +} + +#endif /* SDL_VIDEO_DRIVER_WINRT */ + +/* vi: set ts=4 sw=4 expandtab: */ diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo_cpp.h b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo_cpp.h new file mode 100644 index 0000000..91e967e --- /dev/null +++ b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo_cpp.h @@ -0,0 +1,106 @@ +/* + 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. +*/ + +/* Windows includes: */ +#include <windows.h> +#ifdef __cplusplus_winrt +#include <agile.h> +#endif + +/* SDL includes: */ +#include "SDL_video.h" +#include "SDL_events.h" + +#if NTDDI_VERSION >= NTDDI_WINBLUE /* ApplicationView's functionality only becomes + useful for SDL in Win[Phone] 8.1 and up. + Plus, it is not available at all in WinPhone 8.0. */ +#define SDL_WINRT_USE_APPLICATIONVIEW 1 +#endif + +extern "C" { +#include "../SDL_sysvideo.h" +#include "../SDL_egl_c.h" +} + +/* Private display data */ +typedef struct SDL_VideoData { + /* An object created by ANGLE/WinRT (OpenGL ES 2 for WinRT) that gets + * passed to eglGetDisplay and eglCreateWindowSurface: + */ + IUnknown *winrtEglWindow; + + /* Event token(s), for unregistering WinRT event handler(s). + These are just a struct with a 64-bit integer inside them + */ + Windows::Foundation::EventRegistrationToken gameBarIsInputRedirectedToken; + + /* A WinRT DisplayRequest, used for implementing SDL_*ScreenSaver() functions. + * This is really a pointer to a 'ABI::Windows::System::Display::IDisplayRequest *', + * It's casted to 'IUnknown *', to help with building SDL. + */ + IUnknown *displayRequest; +} SDL_VideoData; + +/* The global, WinRT, SDL Window. + For now, SDL/WinRT only supports one window (due to platform limitations of + WinRT. +*/ +extern SDL_Window * WINRT_GlobalSDLWindow; + +/* Updates one or more SDL_Window flags, by querying the OS' native windowing APIs. + SDL_Window flags that can be updated should be specified in 'mask'. +*/ +extern void WINRT_UpdateWindowFlags(SDL_Window * window, Uint32 mask); +extern "C" Uint32 WINRT_DetectWindowFlags(SDL_Window * window); /* detects flags w/o applying them */ + +/* Display mode internals */ +//typedef struct +//{ +// Windows::Graphics::Display::DisplayOrientations currentOrientation; +//} SDL_DisplayModeData; + +#ifdef __cplusplus_winrt + +/* A convenience macro to get a WinRT display property */ +#if NTDDI_VERSION > NTDDI_WIN8 +#define WINRT_DISPLAY_PROPERTY(NAME) (Windows::Graphics::Display::DisplayInformation::GetForCurrentView()->NAME) +#else +#define WINRT_DISPLAY_PROPERTY(NAME) (Windows::Graphics::Display::DisplayProperties::NAME) +#endif + +/* Converts DIPS to/from physical pixels */ +#define WINRT_DIPS_TO_PHYSICAL_PIXELS(DIPS) ((int)(0.5f + (((float)(DIPS) * (float)WINRT_DISPLAY_PROPERTY(LogicalDpi)) / 96.f))) +#define WINRT_PHYSICAL_PIXELS_TO_DIPS(PHYSPIX) (((float)(PHYSPIX) * 96.f)/WINRT_DISPLAY_PROPERTY(LogicalDpi)) + +/* Internal window data */ +struct SDL_WindowData +{ + SDL_Window *sdlWindow; + Platform::Agile<Windows::UI::Core::CoreWindow> coreWindow; +#ifdef SDL_VIDEO_OPENGL_EGL + EGLSurface egl_surface; +#endif +#if SDL_WINRT_USE_APPLICATIONVIEW + Windows::UI::ViewManagement::ApplicationView ^ appView; +#endif +}; + +#endif // ifdef __cplusplus_winrt |