WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT
The XAML support here is still rudimentary. Bugs do exist. You've been warned. XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).main
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@ -70,6 +70,14 @@
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
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<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
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<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
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@ -270,6 +270,9 @@
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<ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\..\include\begin_code.h">
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@ -155,6 +155,20 @@ extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path
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*/
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extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
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#ifdef __cplusplus_winrt
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/**
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* \brief Initializes a WinRT and XAML based application.
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*
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* \param backgroundPanel The XAML background panel to draw onto and receive
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* events from.
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* \param mainFunction The SDL app's C-style main().
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* \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
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* information on the failure.
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*/
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/* TODO, WinRT: consider making SDL_WinRTInitXAMLApp accept a void pointer to IUnknown, rather than a C++/CX reference */
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extern DECLSPEC int SDLCALL SDL_WinRTInitXAMLApp(Platform::Object^ backgroundPanel, int (*mainFunction)(int, char **));
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#endif // ifdef __cplusplus_winrt
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#endif /* __WINRT__ */
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@ -361,17 +361,17 @@ void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args);
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WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args);
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WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args);
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WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
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@ -381,7 +381,7 @@ void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
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void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args);
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WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
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@ -0,0 +1,162 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* Windows includes */
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#include <agile.h>
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#include <Windows.h>
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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#endif
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/* SDL includes */
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#include "SDL.h"
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//#include "SDL_error.h"
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//#include "SDL_log.h"
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//#include "SDL_main.h"
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//#include "SDL_system.h"
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#include "../../video/winrt/SDL_winrtevents_c.h"
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/* External globals: */
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extern SDL_Window * WINRT_GlobalSDLWindow;
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/* Internal globals: */
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SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
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int (*WINRT_XAMLAppMainFunction)(int, char **) = NULL;
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
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static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
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#endif
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/*
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* Input event handlers (XAML)
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*/
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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static void
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WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
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{
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WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
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}
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static void
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WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
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{
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WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
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}
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static void
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WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
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{
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WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
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}
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static void
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WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
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{
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WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
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}
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#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
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/*
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* XAML-to-SDL Rendering Callback
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*/
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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static void
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WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args)
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{
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WINRT_CycleXAMLThread();
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}
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#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
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/*
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* SDL + XAML Initialization
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*/
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extern "C" int
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SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int, char **))
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return SDL_SetError("XAML support is not yet available in Windows Phone.");
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#else
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// Declare C++/CX namespaces:
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using namespace Platform;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
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using namespace Windows::UI::Xaml;
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using namespace Windows::UI::Xaml::Controls;
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using namespace Windows::UI::Xaml::Input;
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using namespace Windows::UI::Xaml::Media;
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// Make sure we have a valid XAML element (to draw onto):
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if ( ! backgroundPanel) {
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return SDL_SetError("'backgroundPanel' can't be NULL");
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}
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SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
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if ( ! swapChainBackgroundPanel) {
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return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
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}
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// Setup event handlers:
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swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML);
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swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML);
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swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML);
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swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
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// Setup for rendering:
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IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
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panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
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WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
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// Make sure the app is ready to call the SDL-centric main() function:
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WINRT_XAMLAppMainFunction = mainFunction;
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SDL_SetMainReady();
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// Make sure video-init knows that we're initializing XAML:
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SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled;
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WINRT_XAMLWasEnabled = SDL_TRUE;
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// Make sure video modes are detected now, while we still have access to the WinRT
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// CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the
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// SDL/WinRT thread.
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if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
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// SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to
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// the caller to here:
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WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue;
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return -1;
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}
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// All done, for now.
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return 0;
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#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else
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}
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@ -26,6 +26,11 @@
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#ifdef __WINRT__
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#include <windows.ui.core.h>
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#include <windows.foundation.h>
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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#include <windows.ui.xaml.media.dxinterop.h>
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#endif
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#endif
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extern "C" {
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}
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#endif
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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// TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var
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extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
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#endif
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// Initialize all resources that change when the window's size changes.
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// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
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HRESULT
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// Store the window bounds so the next time we get a SizeChanged event we can
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// avoid rebuilding everything if the size is identical.
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ABI::Windows::Foundation::Rect coreWindowBounds;
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result = coreWindow->get_Bounds(&coreWindowBounds);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__", Get Window Bounds", result);
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return result;
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ABI::Windows::Foundation::Rect nativeWindowBounds;
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if (coreWindow) {
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result = coreWindow->get_Bounds(&nativeWindowBounds);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__", Get Window Bounds", result);
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return result;
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}
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} else {
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// TODO, WinRT, XAML: clean up window-bounds code in D3D11_CreateWindowSizeDependentResources
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SDL_DisplayMode displayMode;
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if (SDL_GetDesktopDisplayMode(0, &displayMode) < 0) {
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SDL_SetError(__FUNCTION__", Get Window Bounds (XAML): Unable to retrieve the native window's size");
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return E_FAIL;
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}
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nativeWindowBounds.Width = (FLOAT) displayMode.w;
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nativeWindowBounds.Height = (FLOAT) displayMode.h;
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}
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data->windowSizeInDIPs.x = coreWindowBounds.Width;
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data->windowSizeInDIPs.y = coreWindowBounds.Height;
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// TODO, WinRT, XAML: see if window/control sizes are in DIPs, or something else. If something else, then adjust renderer size tracking accordingly.
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data->windowSizeInDIPs.x = nativeWindowBounds.Width;
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data->windowSizeInDIPs.y = nativeWindowBounds.Height;
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// Calculate the necessary swap chain and render target size in pixels.
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float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
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}
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else
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{
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const bool usingXAML = (coreWindow == nullptr);
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// Otherwise, create a new one using the same adapter as the existing Direct3D device.
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
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swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
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swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
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#else
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swapChainDesc.Scaling = DXGI_SCALING_NONE;
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if (usingXAML) {
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swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
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} else {
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swapChainDesc.Scaling = DXGI_SCALING_NONE;
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}
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
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#endif
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swapChainDesc.Flags = 0;
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return result;
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}
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IUnknown * coreWindowAsIUnknown = nullptr;
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result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", CoreWindow to IUnknown", result);
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return result;
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}
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if (usingXAML) {
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result = dxgiFactory->CreateSwapChainForComposition(
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data->d3dDevice.Get(),
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&swapChainDesc,
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nullptr,
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&data->swapChain);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateSwapChainForComposition", result);
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return result;
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}
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result = dxgiFactory->CreateSwapChainForCoreWindow(
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data->d3dDevice.Get(),
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coreWindowAsIUnknown,
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&swapChainDesc,
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nullptr, // Allow on all displays.
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&data->swapChain
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return result;
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#if WINAPI_FAMILY == WINAPI_FAMILY_APP
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result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain.Get());
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
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return result;
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}
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#else
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SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
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return E_FAIL;
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#endif
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} else {
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IUnknown * coreWindowAsIUnknown = nullptr;
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result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", CoreWindow to IUnknown", result);
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return result;
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}
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result = dxgiFactory->CreateSwapChainForCoreWindow(
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data->d3dDevice.Get(),
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coreWindowAsIUnknown,
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&swapChainDesc,
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nullptr, // Allow on all displays.
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&data->swapChain
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);
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(__FUNCTION__, result);
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return result;
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}
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}
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// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
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/* SDL includes */
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#include "SDL_winrtevents_c.h"
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#include "../../core/winrt/SDL_winrtapp.h"
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#include "SDL_assert.h"
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#include "SDL_system.h"
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extern "C" {
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#include "../SDL_sysvideo.h"
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#include "../../events/SDL_events_c.h"
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}
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/* Forward declarations and globals */
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extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
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extern int (*WINRT_XAMLAppMainFunction)(int, char **);
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extern void WINRT_YieldXAMLThread();
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/* General event-management function(s) */
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/* Global event management */
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void
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WINRT_PumpEvents(_THIS)
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{
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SDL_WinRTGlobalApp->PumpEvents();
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if (SDL_WinRTGlobalApp) {
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SDL_WinRTGlobalApp->PumpEvents();
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} else if (WINRT_XAMLAppMainFunction) {
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WINRT_YieldXAMLThread();
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}
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}
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/* XAML Thread management */
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enum SDL_XAMLAppThreadState
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{
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ThreadState_NotLaunched = 0,
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ThreadState_Running,
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ThreadState_Yielding
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};
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static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched;
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static SDL_Thread * _XAMLThread = nullptr;
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static SDL_mutex * _mutex = nullptr;
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static SDL_cond * _cond = nullptr;
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||||
|
||||
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)
|
||||
{
|
||||
return WINRT_XAMLAppMainFunction(0, NULL);
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_CycleXAMLThread()
|
||||
{
|
||||
switch (_threadState) {
|
||||
case ThreadState_NotLaunched:
|
||||
{
|
||||
_cond = SDL_CreateCond();
|
||||
|
||||
_mutex = SDL_CreateMutex();
|
||||
_threadState = ThreadState_Running;
|
||||
_XAMLThread = SDL_CreateThread(WINRT_XAMLThreadMain, "SDL/XAML App Thread", 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: */
|
||||
|
|
|
@ -50,10 +50,13 @@ extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
|
|||
|
||||
/* Pointers (Mice, Touch, etc.) */
|
||||
extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args);
|
||||
extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
|
||||
extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
|
||||
extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
|
||||
extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
|
||||
extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
|
||||
/* XAML Thread Management */
|
||||
extern void WINRT_CycleXAMLThread();
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -110,6 +110,11 @@ WINRT_FreeCursor(SDL_Cursor * 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;
|
||||
}
|
||||
|
||||
if (cursor) {
|
||||
CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
|
||||
CoreWindow::GetForCurrentThread()->PointerCursor = *theCursor;
|
||||
|
@ -334,25 +339,25 @@ WINRT_LogPointerEvent(const char * header, PointerEventArgs ^ args, Windows::Fou
|
|||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
|
||||
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer moved", args, TransformCursor(args->CurrentPoint->Position));
|
||||
WINRT_LogPointerEvent("pointer moved", args, TransformCursor(pointerPoint->Position));
|
||||
#endif
|
||||
|
||||
if (!window || WINRT_UseRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = TransformCursor(window, args->CurrentPoint->Position);
|
||||
Windows::Foundation::Point transformedPoint = TransformCursor(window, pointerPoint->Position);
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
|
||||
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("wheel changed", args, TransformCursor(args->CurrentPoint->Position));
|
||||
WINRT_LogPointerEvent("wheel changed", args, TransformCursor(pointerPoint->Position));
|
||||
#endif
|
||||
|
||||
if (!window) {
|
||||
|
@ -360,11 +365,11 @@ WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Core::Poi
|
|||
}
|
||||
|
||||
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
|
||||
short motion = args->CurrentPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
|
||||
short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
|
||||
SDL_SendMouseWheel(window, 0, 0, motion);
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
|
||||
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("mouse up", args, TransformCursor(args->CurrentPoint->Position));
|
||||
|
@ -374,13 +379,13 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Core::Po
|
|||
return;
|
||||
}
|
||||
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(args->CurrentPoint);
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
if (button) {
|
||||
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
|
||||
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("mouse down", args, TransformCursor(args->CurrentPoint->Position));
|
||||
|
@ -390,7 +395,7 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Core::Poi
|
|||
return;
|
||||
}
|
||||
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(args->CurrentPoint);
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
if (button) {
|
||||
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
|
||||
}
|
||||
|
|
|
@ -47,8 +47,11 @@ extern "C" {
|
|||
#include "../../core/winrt/SDL_winrtapp.h"
|
||||
#include "SDL_winrtevents_c.h"
|
||||
#include "SDL_winrtmouse.h"
|
||||
#include "SDL_main.h"
|
||||
#include "SDL_system.h"
|
||||
|
||||
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
|
||||
extern SDL_bool WINRT_XAMLWasEnabled;
|
||||
|
||||
|
||||
/* Initialization/Query functions */
|
||||
|
@ -84,6 +87,7 @@ SDL_Window * WINRT_GlobalSDLWindow = NULL;
|
|||
SDL_VideoDevice * WINRT_GlobalSDLVideoDevice = NULL;
|
||||
|
||||
|
||||
|
||||
/* WinRT driver bootstrap functions */
|
||||
|
||||
static int
|
||||
|
@ -154,6 +158,13 @@ WINRT_CalcDisplayModeUsingNativeWindow()
|
|||
SDL_DisplayMode mode;
|
||||
SDL_zero(mode);
|
||||
|
||||
// Go no further if a native window cannot be accessed. This can happen,
|
||||
// for example, if this function is called from certain threads, such as
|
||||
// the SDL/XAML thread.
|
||||
if (!CoreWindow::GetForCurrentThread()) {
|
||||
return mode;
|
||||
}
|
||||
|
||||
// Fill in most fields:
|
||||
mode.format = SDL_PIXELFORMAT_RGB888;
|
||||
mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
|
||||
|
@ -169,11 +180,15 @@ WINRT_CalcDisplayModeUsingNativeWindow()
|
|||
return mode;
|
||||
}
|
||||
|
||||
|
||||
static int
|
||||
int
|
||||
WINRT_InitModes(_THIS)
|
||||
{
|
||||
// Retrieve the display mode:
|
||||
SDL_DisplayMode mode = WINRT_CalcDisplayModeUsingNativeWindow();
|
||||
if (mode.w == 0 || mode.h == 0) {
|
||||
return SDL_SetError("Unable to calculate the WinRT window/display's size");
|
||||
}
|
||||
|
||||
if (SDL_AddBasicVideoDisplay(&mode) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
@ -211,7 +226,16 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
|
|||
}
|
||||
window->driverdata = data;
|
||||
data->sdlWindow = window;
|
||||
data->coreWindow = CoreWindow::GetForCurrentThread();
|
||||
|
||||
/* 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();
|
||||
}
|
||||
|
||||
/* Make sure the window is considered to be positioned at {0,0},
|
||||
and is considered fullscreen, shown, and the like.
|
||||
|
|
Loading…
Reference in New Issue