WinRT: unified the two, public, app-init functions
This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.main
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commit
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@ -197,6 +197,7 @@
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<ClInclude Include="..\..\src\audio\SDL_wave.h" />
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<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.h" />
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<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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@ -269,6 +270,12 @@
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
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</ClCompile>
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<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.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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</ClCompile>
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.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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@ -339,6 +339,9 @@
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
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@ -605,6 +608,9 @@
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.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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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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@ -47,6 +47,14 @@
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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\windows\SDL_windows.c" />
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.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\core\winrt\SDL_winrtapp_direct3d.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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@ -244,6 +252,7 @@
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<ClInclude Include="..\..\src\audio\SDL_wave.h" />
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<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.h" />
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<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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@ -276,6 +276,9 @@
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.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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@ -608,6 +611,9 @@
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<Filter Include="Header Files">
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@ -44,8 +44,10 @@
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creating an instance of IFrameworkView in the process.
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Please note that #include'ing SDL_main.h is not enough to get a main()
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function working. The file, src/main/winrt/SDL_WinRT_main.cpp, or a copy
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of it, must be compiled into the app itself.
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function working. In non-XAML apps, the file,
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src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
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into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
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called, with a pointer to the Direct3D-hosted XAML control passed in.
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*/
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#define SDL_MAIN_NEEDED
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@ -125,6 +127,24 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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#endif /* __WIN32__ */
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#ifdef __WINRT__
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/**
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* \brief Initializes and launches an SDL/WinRT application.
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*
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* \param mainFunction The SDL app's C-style main().
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* \param xamlBackgroundPanel An optional, XAML-based, background panel.
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* For Non-XAML apps, this value must be set to NULL. For XAML apps,
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* pass in a pointer to a SwapChainBackgroundPanel, casted to an
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* IInspectable (via reinterpret_cast).
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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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extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel);
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#endif /* __WINRT__ */
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#ifdef __cplusplus
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}
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#endif
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@ -155,21 +155,6 @@ 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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@ -38,6 +38,7 @@ extern "C" {
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#include "../../video/winrt/SDL_winrtevents_c.h"
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#include "../../video/winrt/SDL_winrtvideo_cpp.h"
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#include "SDL_winrtapp_common.h"
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#include "SDL_winrtapp_direct3d.h"
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@ -48,12 +49,6 @@ extern "C" {
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//#define LOG_ORIENTATION_EVENTS 1
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// HACK, DLudwig: The C-style main() will get loaded via the app's
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// WinRT-styled main(), which is part of SDLmain_for_WinRT.cpp.
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// This seems wrong on some level, but does seem to work.
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typedef int (*SDL_WinRT_MainFunction)(int, char **);
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static SDL_WinRT_MainFunction SDL_WinRT_main = nullptr;
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// HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
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// SDL/WinRT will use this throughout its code.
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//
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@ -83,9 +78,9 @@ IFrameworkView^ SDLApplicationSource::CreateView()
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return app;
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}
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__declspec(dllexport) int SDL_WinRT_RunApplication(SDL_WinRT_MainFunction mainFunction)
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int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
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{
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SDL_WinRT_main = mainFunction;
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WINRT_SDLAppEntryPoint = mainFunction;
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auto direct3DApplicationSource = ref new SDLApplicationSource();
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CoreApplication::Run(direct3DApplicationSource);
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return 0;
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@ -328,13 +323,13 @@ void SDL_WinRTApp::Load(Platform::String^ entryPoint)
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void SDL_WinRTApp::Run()
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{
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SDL_SetMainReady();
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if (SDL_WinRT_main)
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if (WINRT_SDLAppEntryPoint)
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{
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// TODO, WinRT: pass the C-style main() a reasonably realistic
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// representation of command line arguments.
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int argc = 0;
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char **argv = NULL;
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SDL_WinRT_main(argc, argv);
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WINRT_SDLAppEntryPoint(argc, argv);
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}
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}
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@ -1,5 +1,9 @@
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#pragma once
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#include <Windows.h>
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extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));
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ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
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{
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public:
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@ -32,13 +32,13 @@
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#include "SDL.h"
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#include "../../video/winrt/SDL_winrtevents_c.h"
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#include "../../video/winrt/SDL_winrtvideo_cpp.h"
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#include "SDL_winrtapp_common.h"
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#include "SDL_winrtapp_xaml.h"
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/* SDL-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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@ -96,8 +96,8 @@ WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args
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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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int
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SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable)
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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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@ -112,10 +112,11 @@ SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int,
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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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if ( ! backgroundPanelAsIInspectable) {
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return SDL_SetError("'backgroundPanelAsIInspectable' can't be NULL");
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}
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Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
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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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@ -134,7 +135,7 @@ SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int,
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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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WINRT_SDLAppEntryPoint = 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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@ -27,7 +27,7 @@
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#ifdef __cplusplus
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extern SDL_bool WINRT_XAMLWasEnabled;
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extern int (*WINRT_XAMLAppMainFunction)(int, char **);
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extern int SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable);
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#endif // ifdef __cplusplus
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#endif // ifndef _SDL_winrtapp_xaml_h
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@ -1,4 +1,5 @@
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#include <SDL_main.h>
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#include <wrl.h>
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/* At least one file in any SDL/WinRT app appears to require compilation
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#endif
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#endif
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/* The app's C-style main will be passed into SDL.dll as a function
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pointer, and called at the appropriate time.
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*/
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extern __declspec(dllimport) int SDL_WinRT_RunApplication(int (*)(int, char **));
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extern "C" int SDL_main(int, char **);
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/* Prevent MSVC++ from warning about threading models when defining our
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custom WinMain. The threading model will instead be set via a direct
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call to Windows::Foundation::Initialize (rather than via an attributed
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@ -51,13 +45,12 @@ extern "C" int SDL_main(int, char **);
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#pragma comment(lib, "runtimeobject.lib")
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#endif
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int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
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{
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if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
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return 1;
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}
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SDL_WinRT_RunApplication(SDL_main);
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SDL_WinRTRunApp(SDL_main, NULL);
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return 0;
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}
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* SDL includes:
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*/
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#include "SDL_winrtevents_c.h"
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#include "../../core/winrt/SDL_winrtapp_common.h"
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#include "../../core/winrt/SDL_winrtapp_direct3d.h"
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#include "../../core/winrt/SDL_winrtapp_xaml.h"
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#include "SDL_assert.h"
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{
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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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} else if (WINRT_XAMLWasEnabled) {
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WINRT_YieldXAMLThread();
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}
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}
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static int
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WINRT_XAMLThreadMain(void * userdata)
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{
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return WINRT_XAMLAppMainFunction(0, NULL);
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// TODO, WinRT: pass the C-style main() a reasonably realistic
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// representation of command line arguments.
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int argc = 0;
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char **argv = NULL;
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return WINRT_SDLAppEntryPoint(argc, argv);
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}
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void
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