WinRT: allow on-screen keyboard to be shown via SDL APIs, Win10/UWP only

David Ludwig 2016-05-07 21:41:59 -04:00
parent 6a9a8b682c
commit 52fec6aff0
3 changed files with 59 additions and 0 deletions

View File

@ -67,6 +67,13 @@ extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args); extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^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 */ /* XAML Thread Management */
extern void WINRT_CycleXAMLThread(); extern void WINRT_CycleXAMLThread();

View File

@ -383,4 +383,48 @@ WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArg
} }
} }
#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 #endif // SDL_VIDEO_DRIVER_WINRT

View File

@ -140,6 +140,14 @@ WINRT_CreateDevice(int devindex)
device->SetDisplayMode = WINRT_SetDisplayMode; device->SetDisplayMode = WINRT_SetDisplayMode;
device->PumpEvents = WINRT_PumpEvents; device->PumpEvents = WINRT_PumpEvents;
device->GetWindowWMInfo = WINRT_GetWindowWMInfo; device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
#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 #ifdef SDL_VIDEO_OPENGL_EGL
device->GL_LoadLibrary = WINRT_GLES_LoadLibrary; device->GL_LoadLibrary = WINRT_GLES_LoadLibrary;
device->GL_GetProcAddress = WINRT_GLES_GetProcAddress; device->GL_GetProcAddress = WINRT_GLES_GetProcAddress;