WinRT: misc code cleanups regarding touch and mouse events, and also SDL-internal globals
parent
a94e41854a
commit
7e06b806ac
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@ -198,6 +198,7 @@
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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.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.h" />
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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<ClInclude Include="..\..\src\events\default_cursor.h" />
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<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
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@ -381,6 +382,12 @@
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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\video\winrt\SDL_winrtpointerinput.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\video\winrt\SDL_winrtvideo.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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@ -336,6 +336,9 @@
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.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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@ -599,6 +602,9 @@
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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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<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.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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@ -176,6 +176,14 @@
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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\video\winrt\SDL_winrtpointerinput.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\video\winrt\SDL_winrtvideo.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\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.h" />
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.h" />
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<ClInclude Include="..\..\src\events\blank_cursor.h" />
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<ClInclude Include="..\..\src\events\default_cursor.h" />
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<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
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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\video\winrt\SDL_winrtpointerinput.cpp">
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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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@ -602,6 +605,9 @@
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.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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@ -37,12 +37,9 @@ extern "C" {
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}
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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.h"
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extern SDL_Window * WINRT_GlobalSDLWindow;
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extern SDL_VideoDevice * WINRT_GlobalSDLVideoDevice;
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extern SDL_DisplayMode WINRT_CalcDisplayModeUsingNativeWindow();
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// Compile-time debugging options:
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// To enable, uncomment; to disable, comment them out.
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@ -38,3 +38,5 @@ private:
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bool m_windowClosed;
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bool m_windowVisible;
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};
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extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
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@ -30,18 +30,13 @@
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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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#include "../../video/winrt/SDL_winrtvideo_cpp.h"
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#include "SDL_winrtxaml_cpp.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-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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@ -0,0 +1,33 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 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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#include "SDL_config.h"
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#ifndef _SDL_winrtxaml_h
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#define _SDL_winrtxaml_h
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#include "SDL_types.h"
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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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#endif // ifdef __cplusplus
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#endif // ifndef _SDL_winrtxaml_h
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@ -22,9 +22,19 @@
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#if SDL_VIDEO_DRIVER_WINRT
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/* SDL includes */
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/*
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* Windows includes:
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*/
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#include <Windows.h>
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using namespace Windows::UI::Core;
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using Windows::UI::Core::CoreCursor;
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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.h"
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#include "../../core/winrt/SDL_winrtxaml_cpp.h"
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#include "SDL_assert.h"
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#include "SDL_system.h"
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@ -34,10 +44,8 @@ extern "C" {
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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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/* Forward declarations */
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static void WINRT_YieldXAMLThread();
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/* Global event management */
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}
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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/* vi: set ts=4 sw=4 expandtab: */
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@ -32,6 +32,7 @@ extern "C" {
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extern "C" {
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#endif
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extern void WINRT_InitTouch(_THIS);
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extern void WINRT_PumpEvents(_THIS);
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#ifdef __cplusplus
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@ -60,6 +61,6 @@ extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * win
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/* XAML Thread Management */
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extern void WINRT_CycleXAMLThread();
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#endif
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#endif // ifdef __cplusplus_winrt
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/* vi: set ts=4 sw=4 expandtab: */
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@ -47,9 +47,7 @@ extern "C" {
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#include "SDL_winrtmouse.h"
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static SDL_bool WINRT_UseRelativeMouseMode = SDL_FALSE;
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static SDL_TouchID WINRT_TouchID = 1;
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static unsigned int WINRT_LeftFingerDown = 0;
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extern "C" SDL_bool WINRT_UsingRelativeMouseMode = SDL_FALSE;
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static SDL_Cursor *
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static int
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WINRT_SetRelativeMouseMode(SDL_bool enabled)
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{
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WINRT_UseRelativeMouseMode = enabled;
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WINRT_UsingRelativeMouseMode = enabled;
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return 0;
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}
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@ -156,9 +154,6 @@ WINRT_InitMouse(_THIS)
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SDL_SetDefaultCursor(WINRT_CreateDefaultCursor());
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#endif
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/* Init touch: */
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SDL_AddTouch(WINRT_TouchID, "");
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}
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void
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{
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}
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// Applies necessary geometric transformations to raw cursor positions:
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Windows::Foundation::Point
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WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
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{
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using namespace Windows::Graphics::Display;
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if (!window) {
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return rawPosition;
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}
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SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
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if (windowData->coreWindow == nullptr) {
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// For some reason, the window isn't associated with a CoreWindow.
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// This might end up being the case as XAML support is extended.
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// For now, if there's no CoreWindow attached to the SDL_Window,
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// don't do any transforms.
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return rawPosition;
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}
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// The CoreWindow can only be accessed on certain thread(s).
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SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
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CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
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Windows::Foundation::Point outputPosition;
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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#else
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switch (DisplayProperties::CurrentOrientation)
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{
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case DisplayOrientations::Portrait:
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
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outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
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break;
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default:
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break;
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}
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#endif
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return outputPosition;
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}
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static inline int
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_lround(float arg)
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{
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if (arg >= 0.0f) {
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return (int)floor(arg + 0.5f);
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} else {
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return (int)ceil(arg - 0.5f);
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}
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}
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void
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WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
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{
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if (!window || !WINRT_UseRelativeMouseMode) {
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return;
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}
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// DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
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// Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
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// MouseDelta field often reports very large values. More information
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// on this can be found at the following pages on MSDN:
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// - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
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// - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
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//
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// The values do not appear to be as large when running on some systems,
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// most notably a Surface RT. Furthermore, the values returned by
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// CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
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// method, do not ever appear to be large, even when MouseEventArgs'
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// MouseDelta is reporting to the contrary.
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//
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// On systems with the large-values behavior, it appears that the values
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// get reported as if the screen's size is 65536 units in both the X and Y
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// dimensions. This can be viewed by using Windows' now-private, "Raw Input"
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// APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
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//
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// MSDN's documentation on MouseEventArgs' MouseDelta field (at
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// http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
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// does not seem to indicate (to me) that its values should be so large. It
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// says that its values should be a "change in screen location". I could
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// be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
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// http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
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// indicates that these values are in DIPs, which is the same unit used
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// by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
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// property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
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// for details.)
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//
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// To note, PointerMoved events are sent a 'RawPosition' value (via the
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// CurrentPoint property in MouseEventArgs), however these do not seem
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// to exhibit the same large-value behavior.
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//
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// The values passed via PointerMoved events can't always be used for relative
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// mouse motion, unfortunately. Its values are bound to the cursor's position,
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// which stops when it hits one of the screen's edges. This can be a problem in
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// first person shooters, whereby it is normal for mouse motion to travel far
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// along any one axis for a period of time. MouseMoved events do not have the
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// screen-bounding limitation, and can be used regardless of where the system's
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// cursor is.
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//
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// One possible workaround would be to programmatically set the cursor's
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// position to the screen's center (when SDL's relative mouse mode is enabled),
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// however WinRT does not yet seem to have the ability to set the cursor's
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// position via a public API. Win32 did this via an API call, SetCursorPos,
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// however WinRT makes this function be private. Apps that use it won't get
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// approved for distribution in the Windows Store. I've yet to be able to find
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// a suitable, store-friendly counterpart for WinRT.
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//
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// There may be some room for a workaround whereby OnPointerMoved's values
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// are compared to the values from OnMouseMoved in order to detect
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// when this bug is active. A suitable transformation could then be made to
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// OnMouseMoved's values. For now, however, the system-reported values are sent
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// to SDL with minimal transformation: from native screen coordinates (in DIPs)
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// to SDL window coordinates.
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//
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const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
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const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs);
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SDL_SendMouseMotion(
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window,
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0,
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1,
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_lround(mouseDeltaInSDLWindowCoords.X),
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_lround(mouseDeltaInSDLWindowCoords.Y));
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}
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Uint8
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WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
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{
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using namespace Windows::UI::Input;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return SDL_BUTTON_LEFT;
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#else
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switch (pt->Properties->PointerUpdateKind)
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{
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case PointerUpdateKind::LeftButtonPressed:
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case PointerUpdateKind::LeftButtonReleased:
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return SDL_BUTTON_LEFT;
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case PointerUpdateKind::RightButtonPressed:
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case PointerUpdateKind::RightButtonReleased:
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return SDL_BUTTON_RIGHT;
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case PointerUpdateKind::MiddleButtonPressed:
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case PointerUpdateKind::MiddleButtonReleased:
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return SDL_BUTTON_MIDDLE;
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case PointerUpdateKind::XButton1Pressed:
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case PointerUpdateKind::XButton1Released:
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return SDL_BUTTON_X1;
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|
||||
case PointerUpdateKind::XButton2Pressed:
|
||||
case PointerUpdateKind::XButton2Released:
|
||||
return SDL_BUTTON_X2;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//const char *
|
||||
//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
|
||||
//{
|
||||
// using namespace Windows::UI::Input;
|
||||
//
|
||||
// switch (kind)
|
||||
// {
|
||||
// case PointerUpdateKind::Other:
|
||||
// return "Other";
|
||||
// case PointerUpdateKind::LeftButtonPressed:
|
||||
// return "LeftButtonPressed";
|
||||
// case PointerUpdateKind::LeftButtonReleased:
|
||||
// return "LeftButtonReleased";
|
||||
// case PointerUpdateKind::RightButtonPressed:
|
||||
// return "RightButtonPressed";
|
||||
// case PointerUpdateKind::RightButtonReleased:
|
||||
// return "RightButtonReleased";
|
||||
// case PointerUpdateKind::MiddleButtonPressed:
|
||||
// return "MiddleButtonPressed";
|
||||
// case PointerUpdateKind::MiddleButtonReleased:
|
||||
// return "MiddleButtonReleased";
|
||||
// case PointerUpdateKind::XButton1Pressed:
|
||||
// return "XButton1Pressed";
|
||||
// case PointerUpdateKind::XButton1Released:
|
||||
// return "XButton1Released";
|
||||
// case PointerUpdateKind::XButton2Pressed:
|
||||
// return "XButton2Pressed";
|
||||
// case PointerUpdateKind::XButton2Released:
|
||||
// return "XButton2Released";
|
||||
// }
|
||||
//
|
||||
// return "";
|
||||
//}
|
||||
|
||||
static bool
|
||||
WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return true;
|
||||
#else
|
||||
using namespace Windows::Devices::Input;
|
||||
switch (pointerPoint->PointerDevice->PointerDeviceType) {
|
||||
case PointerDeviceType::Touch:
|
||||
case PointerDeviceType::Pen:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window || WINRT_UseRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
|
||||
|
||||
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
|
||||
}
|
||||
|
||||
if (WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendTouchMotion(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
transformedPoint.X,
|
||||
transformedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
|
||||
short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
|
||||
SDL_SendMouseWheel(window, 0, 0, motion);
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
|
||||
|
||||
if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
if (button) {
|
||||
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
|
||||
}
|
||||
WINRT_LeftFingerDown = 0;
|
||||
}
|
||||
|
||||
if (WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
SDL_FALSE,
|
||||
transformedPoint.X,
|
||||
transformedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
|
||||
|
||||
if (!WINRT_LeftFingerDown) {
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
if (button) {
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
|
||||
#endif
|
||||
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
|
||||
}
|
||||
|
||||
WINRT_LeftFingerDown = pointerPoint->PointerId;
|
||||
}
|
||||
|
||||
if (WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
SDL_TRUE,
|
||||
transformedPoint.X,
|
||||
transformedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
|
@ -20,11 +20,20 @@
|
|||
*/
|
||||
#include "SDL_config.h"
|
||||
|
||||
#ifndef _SDL_windowsmouse_h
|
||||
#define _SDL_windowsmouse_h
|
||||
#ifndef _SDL_winrtmouse_h
|
||||
#define _SDL_winrtmouse_h
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
extern void WINRT_InitMouse(_THIS);
|
||||
extern void WINRT_QuitMouse(_THIS);
|
||||
extern SDL_bool WINRT_UsingRelativeMouseMode;
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _SDL_windowsmouse_h */
|
||||
|
||||
|
|
|
@ -0,0 +1,372 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_config.h"
|
||||
|
||||
#if SDL_VIDEO_DRIVER_WINRT
|
||||
|
||||
/* SDL includes */
|
||||
#include "SDL_winrtevents_c.h"
|
||||
#include "SDL_winrtmouse.h"
|
||||
#include "SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_assert.h"
|
||||
#include "SDL_system.h"
|
||||
|
||||
extern "C" {
|
||||
#include "../SDL_sysvideo.h"
|
||||
#include "../../events/SDL_events_c.h"
|
||||
#include "../../events/SDL_mouse_c.h"
|
||||
#include "../../events/SDL_touch_c.h"
|
||||
}
|
||||
|
||||
/* File-specific globals: */
|
||||
static SDL_TouchID WINRT_TouchID = 1;
|
||||
static unsigned int WINRT_LeftFingerDown = 0;
|
||||
|
||||
|
||||
void
|
||||
WINRT_InitTouch(_THIS)
|
||||
{
|
||||
SDL_AddTouch(WINRT_TouchID, "");
|
||||
}
|
||||
|
||||
|
||||
// Applies necessary geometric transformations to raw cursor positions:
|
||||
Windows::Foundation::Point
|
||||
WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
|
||||
{
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::Graphics::Display;
|
||||
|
||||
if (!window) {
|
||||
return rawPosition;
|
||||
}
|
||||
|
||||
SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
|
||||
if (windowData->coreWindow == nullptr) {
|
||||
// For some reason, the window isn't associated with a CoreWindow.
|
||||
// This might end up being the case as XAML support is extended.
|
||||
// For now, if there's no CoreWindow attached to the SDL_Window,
|
||||
// don't do any transforms.
|
||||
return rawPosition;
|
||||
}
|
||||
|
||||
// The CoreWindow can only be accessed on certain thread(s).
|
||||
SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
|
||||
|
||||
CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
|
||||
Windows::Foundation::Point outputPosition;
|
||||
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
|
||||
outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
|
||||
#else
|
||||
switch (DisplayProperties::CurrentOrientation)
|
||||
{
|
||||
case DisplayOrientations::Portrait:
|
||||
outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
|
||||
outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
|
||||
break;
|
||||
case DisplayOrientations::PortraitFlipped:
|
||||
outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
|
||||
outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
|
||||
break;
|
||||
case DisplayOrientations::Landscape:
|
||||
outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
|
||||
outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
|
||||
break;
|
||||
case DisplayOrientations::LandscapeFlipped:
|
||||
outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
|
||||
outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
return outputPosition;
|
||||
}
|
||||
|
||||
static inline int
|
||||
_lround(float arg)
|
||||
{
|
||||
if (arg >= 0.0f) {
|
||||
return (int)floor(arg + 0.5f);
|
||||
} else {
|
||||
return (int)ceil(arg - 0.5f);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
|
||||
{
|
||||
if (!window || !WINRT_UsingRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
// DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
|
||||
// Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
|
||||
// MouseDelta field often reports very large values. More information
|
||||
// on this can be found at the following pages on MSDN:
|
||||
// - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
|
||||
// - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
|
||||
//
|
||||
// The values do not appear to be as large when running on some systems,
|
||||
// most notably a Surface RT. Furthermore, the values returned by
|
||||
// CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
|
||||
// method, do not ever appear to be large, even when MouseEventArgs'
|
||||
// MouseDelta is reporting to the contrary.
|
||||
//
|
||||
// On systems with the large-values behavior, it appears that the values
|
||||
// get reported as if the screen's size is 65536 units in both the X and Y
|
||||
// dimensions. This can be viewed by using Windows' now-private, "Raw Input"
|
||||
// APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
|
||||
//
|
||||
// MSDN's documentation on MouseEventArgs' MouseDelta field (at
|
||||
// http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
|
||||
// does not seem to indicate (to me) that its values should be so large. It
|
||||
// says that its values should be a "change in screen location". I could
|
||||
// be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
|
||||
// http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
|
||||
// indicates that these values are in DIPs, which is the same unit used
|
||||
// by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
|
||||
// property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
|
||||
// for details.)
|
||||
//
|
||||
// To note, PointerMoved events are sent a 'RawPosition' value (via the
|
||||
// CurrentPoint property in MouseEventArgs), however these do not seem
|
||||
// to exhibit the same large-value behavior.
|
||||
//
|
||||
// The values passed via PointerMoved events can't always be used for relative
|
||||
// mouse motion, unfortunately. Its values are bound to the cursor's position,
|
||||
// which stops when it hits one of the screen's edges. This can be a problem in
|
||||
// first person shooters, whereby it is normal for mouse motion to travel far
|
||||
// along any one axis for a period of time. MouseMoved events do not have the
|
||||
// screen-bounding limitation, and can be used regardless of where the system's
|
||||
// cursor is.
|
||||
//
|
||||
// One possible workaround would be to programmatically set the cursor's
|
||||
// position to the screen's center (when SDL's relative mouse mode is enabled),
|
||||
// however WinRT does not yet seem to have the ability to set the cursor's
|
||||
// position via a public API. Win32 did this via an API call, SetCursorPos,
|
||||
// however WinRT makes this function be private. Apps that use it won't get
|
||||
// approved for distribution in the Windows Store. I've yet to be able to find
|
||||
// a suitable, store-friendly counterpart for WinRT.
|
||||
//
|
||||
// There may be some room for a workaround whereby OnPointerMoved's values
|
||||
// are compared to the values from OnMouseMoved in order to detect
|
||||
// when this bug is active. A suitable transformation could then be made to
|
||||
// OnMouseMoved's values. For now, however, the system-reported values are sent
|
||||
// to SDL with minimal transformation: from native screen coordinates (in DIPs)
|
||||
// to SDL window coordinates.
|
||||
//
|
||||
const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
|
||||
const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs);
|
||||
SDL_SendMouseMotion(
|
||||
window,
|
||||
0,
|
||||
1,
|
||||
_lround(mouseDeltaInSDLWindowCoords.X),
|
||||
_lround(mouseDeltaInSDLWindowCoords.Y));
|
||||
}
|
||||
|
||||
Uint8
|
||||
WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
|
||||
{
|
||||
using namespace Windows::UI::Input;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return SDL_BUTTON_LEFT;
|
||||
#else
|
||||
switch (pt->Properties->PointerUpdateKind)
|
||||
{
|
||||
case PointerUpdateKind::LeftButtonPressed:
|
||||
case PointerUpdateKind::LeftButtonReleased:
|
||||
return SDL_BUTTON_LEFT;
|
||||
|
||||
case PointerUpdateKind::RightButtonPressed:
|
||||
case PointerUpdateKind::RightButtonReleased:
|
||||
return SDL_BUTTON_RIGHT;
|
||||
|
||||
case PointerUpdateKind::MiddleButtonPressed:
|
||||
case PointerUpdateKind::MiddleButtonReleased:
|
||||
return SDL_BUTTON_MIDDLE;
|
||||
|
||||
case PointerUpdateKind::XButton1Pressed:
|
||||
case PointerUpdateKind::XButton1Released:
|
||||
return SDL_BUTTON_X1;
|
||||
|
||||
case PointerUpdateKind::XButton2Pressed:
|
||||
case PointerUpdateKind::XButton2Released:
|
||||
return SDL_BUTTON_X2;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//const char *
|
||||
//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
|
||||
//{
|
||||
// using namespace Windows::UI::Input;
|
||||
//
|
||||
// switch (kind)
|
||||
// {
|
||||
// case PointerUpdateKind::Other:
|
||||
// return "Other";
|
||||
// case PointerUpdateKind::LeftButtonPressed:
|
||||
// return "LeftButtonPressed";
|
||||
// case PointerUpdateKind::LeftButtonReleased:
|
||||
// return "LeftButtonReleased";
|
||||
// case PointerUpdateKind::RightButtonPressed:
|
||||
// return "RightButtonPressed";
|
||||
// case PointerUpdateKind::RightButtonReleased:
|
||||
// return "RightButtonReleased";
|
||||
// case PointerUpdateKind::MiddleButtonPressed:
|
||||
// return "MiddleButtonPressed";
|
||||
// case PointerUpdateKind::MiddleButtonReleased:
|
||||
// return "MiddleButtonReleased";
|
||||
// case PointerUpdateKind::XButton1Pressed:
|
||||
// return "XButton1Pressed";
|
||||
// case PointerUpdateKind::XButton1Released:
|
||||
// return "XButton1Released";
|
||||
// case PointerUpdateKind::XButton2Pressed:
|
||||
// return "XButton2Pressed";
|
||||
// case PointerUpdateKind::XButton2Released:
|
||||
// return "XButton2Released";
|
||||
// }
|
||||
//
|
||||
// return "";
|
||||
//}
|
||||
|
||||
static bool
|
||||
WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return true;
|
||||
#else
|
||||
using namespace Windows::Devices::Input;
|
||||
switch (pointerPoint->PointerDevice->PointerDeviceType) {
|
||||
case PointerDeviceType::Touch:
|
||||
case PointerDeviceType::Pen:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window || WINRT_UsingRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
|
||||
|
||||
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
|
||||
}
|
||||
|
||||
if (WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendTouchMotion(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
transformedPoint.X,
|
||||
transformedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
|
||||
short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
|
||||
SDL_SendMouseWheel(window, 0, 0, motion);
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
|
||||
|
||||
if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
if (button) {
|
||||
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
|
||||
}
|
||||
WINRT_LeftFingerDown = 0;
|
||||
}
|
||||
|
||||
if (WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
SDL_FALSE,
|
||||
transformedPoint.X,
|
||||
transformedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
|
||||
|
||||
if (!WINRT_LeftFingerDown) {
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
if (button) {
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
|
||||
#endif
|
||||
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
|
||||
}
|
||||
|
||||
WINRT_LeftFingerDown = pointerPoint->PointerId;
|
||||
}
|
||||
|
||||
if (WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
SDL_TRUE,
|
||||
transformedPoint.X,
|
||||
transformedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // SDL_VIDEO_DRIVER_WINRT
|
|
@ -45,15 +45,13 @@ extern "C" {
|
|||
}
|
||||
|
||||
#include "../../core/winrt/SDL_winrtapp.h"
|
||||
#include "../../core/winrt/SDL_winrtxaml_cpp.h"
|
||||
#include "SDL_winrtvideo_cpp.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 */
|
||||
static int WINRT_VideoInit(_THIS);
|
||||
|
@ -68,19 +66,11 @@ static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
|
|||
static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
|
||||
|
||||
|
||||
/* The global, WinRT, SDL Window.
|
||||
For now, SDL/WinRT only supports one window (due to platform limitations of
|
||||
WinRT.
|
||||
*/
|
||||
/* SDL-internal globals: */
|
||||
SDL_Window * WINRT_GlobalSDLWindow = NULL;
|
||||
|
||||
|
||||
/* The global, WinRT, video device.
|
||||
*/
|
||||
SDL_VideoDevice * WINRT_GlobalSDLVideoDevice = NULL;
|
||||
|
||||
|
||||
|
||||
/* WinRT driver bootstrap functions */
|
||||
|
||||
static int
|
||||
|
@ -140,6 +130,7 @@ WINRT_VideoInit(_THIS)
|
|||
return -1;
|
||||
}
|
||||
WINRT_InitMouse(_this);
|
||||
WINRT_InitTouch(_this);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -29,6 +29,19 @@
|
|||
#include "SDL_events.h"
|
||||
|
||||
|
||||
/* The global, WinRT, SDL Window.
|
||||
For now, SDL/WinRT only supports one window (due to platform limitations of
|
||||
WinRT.
|
||||
*/
|
||||
extern SDL_Window * WINRT_GlobalSDLWindow;
|
||||
|
||||
/* The global, WinRT, video device. */
|
||||
extern SDL_VideoDevice * WINRT_GlobalSDLVideoDevice;
|
||||
|
||||
/* Computes the current display mode for Plain Direct3D (non-XAML) apps */
|
||||
extern SDL_DisplayMode WINRT_CalcDisplayModeUsingNativeWindow();
|
||||
|
||||
|
||||
#ifdef __cplusplus_winrt
|
||||
|
||||
/* Internal window data */
|
||||
|
|
Loading…
Reference in New Issue