Revert "Added virtual keyboard support for Xbox (thanks @ts-13512)"

This reverts commit b5d4206b30.

@nkrapivin already implemented GDK virtual keyboard support in https://github.com/libsdl-org/SDL/pull/7728
main
Sam Lantinga 2024-03-23 16:47:59 -07:00
parent f030533580
commit c83d0d87c2
6 changed files with 1 additions and 119 deletions

View File

@ -840,7 +840,6 @@
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
<ClCompile Include="..\..\src\video\windows\SDL_xboxkeyboard.cpp" />
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_lsx.c" />
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_sse.c" />
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_std.c" />

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@ -215,7 +215,6 @@
<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
<ClCompile Include="..\..\src\video\windows\SDL_xboxkeyboard.cpp" />
<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
<ClCompile Include="..\..\src\video\SDL_video_capture.c" />

View File

@ -210,11 +210,6 @@ void WIN_ResetDeadKeys()
}
}
SDL_bool WIN_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
{
return SDL_FALSE;
}
void WIN_StartTextInput(SDL_VideoDevice *_this)
{
#ifndef SDL_DISABLE_WINDOWS_IME

View File

@ -34,7 +34,6 @@ extern void WIN_StopTextInput(SDL_VideoDevice *_this);
extern int WIN_SetTextInputRect(SDL_VideoDevice *_this, const SDL_Rect *rect);
extern void WIN_ClearComposition(SDL_VideoDevice *_this);
extern SDL_bool WIN_IsTextInputShown(SDL_VideoDevice *_this);
extern SDL_bool WIN_HasScreenKeyboardSupport(SDL_VideoDevice *_this);
extern SDL_bool IME_HandleMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM *lParam, struct SDL_VideoData *videodata);

View File

@ -251,10 +251,9 @@ static SDL_VideoDevice *WIN_CreateDevice(void)
device->Vulkan_CreateSurface = WIN_Vulkan_CreateSurface;
#endif
#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
device->StartTextInput = WIN_StartTextInput;
device->StopTextInput = WIN_StopTextInput;
device->HasScreenKeyboardSupport = WIN_HasScreenKeyboardSupport;
#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
device->SetTextInputRect = WIN_SetTextInputRect;
device->ClearComposition = WIN_ClearComposition;
device->IsTextInputShown = WIN_IsTextInputShown;

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@ -1,109 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"
#if SDL_VIDEO_DRIVER_WINDOWS && (defined(__XBOXONE__) || defined(__XBOXSERIES__))
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XAsync.h>
#include <XGameUI.h>
#include <XGameRuntime.h>
extern "C" {
#include "../../events/SDL_keyboard_c.h"
#include "SDL_windowsvideo.h"
}
/* Max length passed to XGameUiShowTextEntryAsync */
#define SDL_XBOX_VIRTUAL_KEYBOARD_MAX_TEXT_LENGTH 1024
SDL_bool
WIN_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
{
return SDL_TRUE;
}
void
WIN_StartTextInput(SDL_VideoDevice *_this)
{
XAsyncBlock* asyncBlock = new XAsyncBlock;
asyncBlock->context = nullptr;
asyncBlock->queue = NULL;
asyncBlock->callback = [](XAsyncBlock* async)
{
async->context;
uint32_t textBufSize;
HRESULT hr = XGameUiShowTextEntryResultSize(async, &textBufSize);
if (FAILED(hr))
{
SDL_Log("XGameUiShowTextEntryResultSize failed: 0x%08X", hr);
return;
}
if (textBufSize == 0)
{
return;
}
char* textBuf = new char[textBufSize + 1];
if (textBuf == nullptr)
{
SDL_Log("Allocating text buffer with size: XGameUiShowTextEntryResultSize(%ul) failed!", textBufSize);
return;
}
hr = XGameUiShowTextEntryResult(async, textBufSize, textBuf, nullptr);
if (FAILED(hr))
{
SDL_Log("XGameUiShowTextEntryResult failed: 0x%08X", hr);
delete[] textBuf;
return;
}
SDL_SendKeyboardText(textBuf);
// Use the text buffer
delete[] textBuf;
};
// This can be further improved, title, description, InputScope can be exposed for the user to set.
HRESULT hr = XGameUiShowTextEntryAsync(
asyncBlock,
"Enter text",
"",
"",
XGameUiTextEntryInputScope::Default,
SDL_XBOX_VIRTUAL_KEYBOARD_MAX_TEXT_LENGTH
);
}
void
WIN_StopTextInput(SDL_VideoDevice *_this)
{
}
#endif /* SDL_VIDEO_DRIVER_WINDOWS */