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1 files changed, 842 insertions, 0 deletions
diff --git a/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo.cpp b/source/3rd-party/SDL2/src/video/winrt/SDL_winrtvideo.cpp
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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: */