mirror of https://github.com/libsdl-org/SDL
removed WinRT support.
This commit is contained in:
parent
bd5d26071a
commit
dc2a3e06e9
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@ -19,8 +19,6 @@ jobs:
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- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 }
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- { name: Windows (ARM), flags: -A ARM }
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- { name: Windows (ARM64), flags: -A ARM64 }
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- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0" -DSDL_TESTS=OFF, nowerror: true,
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project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0' }
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steps:
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- uses: actions/checkout@v3
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@ -59,7 +57,6 @@ jobs:
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echo "SDL3_DIR=$Env:GITHUB_WORKSPACE/prefix" >> $Env:GITHUB_ENV
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cmake --install build/
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- name: Verify CMake configuration files
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if: ${{ !contains(matrix.platform.name, 'UWP') }} # FIXME: cmake/test/CMakeLists.txt should support UWP
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run: |
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cmake -S cmake/test -B cmake_config_build `
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-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} `
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107
CMakeLists.txt
107
CMakeLists.txt
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@ -26,12 +26,6 @@ set(EXTRA_LDFLAGS)
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# etc. See https://github.com/libsdl-org/SDL/issues/4150
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add_library(sdl-build-options INTERFACE)
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if(WINDOWS_STORE)
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cmake_minimum_required(VERSION 3.11.0)
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target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1")
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target_compile_options(sdl-build-options INTERFACE "-ZW")
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endif()
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# Build in parallel under Visual Studio. Not enabled by default.
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if(MSVC)
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target_compile_options(sdl-build-options INTERFACE "/MP")
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@ -239,7 +233,7 @@ endif()
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# so we'll just use libusb when it's available. libusb does not support iOS,
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# so we default to yes on iOS.
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# TODO: Windows can support libusb, the hid.c file just depends on Unix APIs
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if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR ANDROID)
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if(WINDOWS OR IOS OR TVOS OR ANDROID)
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set(HIDAPI_SKIP_LIBUSB TRUE)
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else()
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set(HIDAPI_SKIP_LIBUSB FALSE)
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@ -1665,11 +1659,6 @@ elseif(WINDOWS)
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file(GLOB CORE_SOURCES ${SDL3_SOURCE_DIR}/src/core/windows/*.c)
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list(APPEND SOURCE_FILES ${CORE_SOURCES})
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if(WINDOWS_STORE)
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file(GLOB WINRT_SOURCE_FILES ${SDL3_SOURCE_DIR}/src/core/winrt/*.c ${SDL3_SOURCE_DIR}/src/core/winrt/*.cpp)
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list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES})
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endif()
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if(MSVC AND NOT SDL_LIBC)
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# Prevent codegen that would use the VC runtime libraries.
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set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-")
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@ -1679,11 +1668,7 @@ elseif(WINDOWS)
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endif()
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if(SDL_MISC)
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if(WINDOWS_STORE)
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file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/winrt/*.cpp)
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else()
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file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/windows/*.c)
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endif()
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file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/windows/*.c)
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list(APPEND SOURCE_FILES ${MISC_SOURCES})
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set(HAVE_SDL_MISC TRUE)
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endif()
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@ -1713,7 +1698,7 @@ elseif(WINDOWS)
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check_include_file(ddraw.h HAVE_DDRAW_H)
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check_include_file(dsound.h HAVE_DSOUND_H)
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check_include_file(dinput.h HAVE_DINPUT_H)
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if(WINDOWS_STORE OR CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
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if(CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
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set(HAVE_DINPUT_H 0)
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endif()
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check_include_file(dxgi.h HAVE_DXGI_H)
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@ -1760,7 +1745,7 @@ elseif(WINDOWS)
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check_include_file(shellscalingapi.h HAVE_SHELLSCALINGAPI_H)
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if(SDL_AUDIO)
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if(HAVE_DSOUND_H AND NOT WINDOWS_STORE)
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if(HAVE_DSOUND_H)
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set(SDL_AUDIO_DRIVER_DSOUND 1)
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file(GLOB DSOUND_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/directsound/*.c)
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list(APPEND SOURCE_FILES ${DSOUND_AUDIO_SOURCES})
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@ -1771,9 +1756,6 @@ elseif(WINDOWS)
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set(SDL_AUDIO_DRIVER_WASAPI 1)
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set(HAVE_WASAPI TRUE)
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file(GLOB WASAPI_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/wasapi/*.c)
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if(WINDOWS_STORE)
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list(APPEND WASAPI_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/wasapi/SDL_wasapi_winrt.cpp)
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endif()
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list(APPEND SOURCE_FILES ${WASAPI_AUDIO_SOURCES})
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set(HAVE_SDL_AUDIO TRUE)
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endif()
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@ -1784,20 +1766,11 @@ elseif(WINDOWS)
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if(NOT SDL_LOADSO)
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message_error("SDL_VIDEO requires SDL_LOADSO, which is not enabled")
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endif()
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if(WINDOWS_STORE)
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set(SDL_VIDEO_DRIVER_WINRT 1)
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file(GLOB WIN_VIDEO_SOURCES
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${SDL3_SOURCE_DIR}/src/video/winrt/*.c
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${SDL3_SOURCE_DIR}/src/video/winrt/*.cpp
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${SDL3_SOURCE_DIR}/src/render/direct3d11/*.cpp
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)
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else()
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set(SDL_VIDEO_DRIVER_WINDOWS 1)
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file(GLOB WIN_VIDEO_SOURCES ${SDL3_SOURCE_DIR}/src/video/windows/*.c)
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endif()
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set(SDL_VIDEO_DRIVER_WINDOWS 1)
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file(GLOB WIN_VIDEO_SOURCES ${SDL3_SOURCE_DIR}/src/video/windows/*.c)
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list(APPEND SOURCE_FILES ${WIN_VIDEO_SOURCES})
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if(SDL_RENDER_D3D AND HAVE_D3D_H AND NOT WINDOWS_STORE)
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if(SDL_RENDER_D3D AND HAVE_D3D_H)
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set(SDL_VIDEO_RENDER_D3D 1)
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set(HAVE_RENDER_D3D TRUE)
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endif()
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@ -1805,7 +1778,7 @@ elseif(WINDOWS)
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set(SDL_VIDEO_RENDER_D3D11 1)
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set(HAVE_RENDER_D3D TRUE)
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endif()
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if(SDL_RENDER_D3D AND HAVE_D3D12_H AND NOT WINDOWS_STORE)
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if(SDL_RENDER_D3D AND HAVE_D3D12_H)
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set(SDL_VIDEO_RENDER_D3D12 1)
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set(HAVE_RENDER_D3D TRUE)
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endif()
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@ -1825,7 +1798,7 @@ elseif(WINDOWS)
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set(HAVE_SDL_THREADS TRUE)
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endif()
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if(SDL_SENSOR AND HAVE_SENSORSAPI_H AND NOT WINDOWS_STORE)
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if(SDL_SENSOR AND HAVE_SENSORSAPI_H)
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set(SDL_SENSOR_WINDOWS 1)
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set(HAVE_SDL_SENSORS TRUE)
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file(GLOB WINDOWS_SENSOR_SOURCES ${SDL3_SOURCE_DIR}/src/sensor/windows/*.c)
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@ -1833,50 +1806,26 @@ elseif(WINDOWS)
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endif()
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if(SDL_POWER)
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if(WINDOWS_STORE)
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set(SDL_POWER_WINRT 1)
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list(APPEND SOURCE_FILES ${SDL3_SOURCE_DIR}/src/power/winrt/SDL_syspower.cpp)
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else()
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set(SDL_POWER_WINDOWS 1)
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list(APPEND SOURCE_FILES ${SDL3_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
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set(HAVE_SDL_POWER TRUE)
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endif()
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set(SDL_POWER_WINDOWS 1)
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list(APPEND SOURCE_FILES ${SDL3_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
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set(HAVE_SDL_POWER TRUE)
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endif()
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if(SDL_LOCALE)
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if(WINDOWS_STORE)
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file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/winrt/*.c)
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else()
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file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/windows/*.c)
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endif()
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file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/windows/*.c)
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list(APPEND SOURCE_FILES ${LOCALE_SOURCES})
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set(HAVE_SDL_LOCALE TRUE)
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endif()
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if(SDL_FILESYSTEM)
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set(SDL_FILESYSTEM_WINDOWS 1)
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if(WINDOWS_STORE)
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file(GLOB FILESYSTEM_SOURCES ${SDL3_SOURCE_DIR}/src/filesystem/winrt/*.cpp)
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else()
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file(GLOB FILESYSTEM_SOURCES ${SDL3_SOURCE_DIR}/src/filesystem/windows/*.c)
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endif()
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file(GLOB FILESYSTEM_SOURCES ${SDL3_SOURCE_DIR}/src/filesystem/windows/*.c)
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list(APPEND SOURCE_FILES ${FILESYSTEM_SOURCES})
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set(HAVE_SDL_FILESYSTEM TRUE)
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endif()
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# Libraries for Win32 native and MinGW
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if(NOT WINDOWS_STORE)
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list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
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endif()
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if(WINDOWS_STORE)
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list(APPEND EXTRA_LIBS
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-nodefaultlib:vccorlib$<$<CONFIG:Debug>:d>
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-nodefaultlib:msvcrt$<$<CONFIG:Debug>:d>
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vccorlib$<$<CONFIG:Debug>:d>.lib
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msvcrt$<$<CONFIG:Debug>:d>.lib
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)
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endif()
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list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
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if(SDL_TIMERS)
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set(SDL_TIMER_WINDOWS 1)
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@ -1896,7 +1845,7 @@ elseif(WINDOWS)
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list(APPEND SOURCE_FILES ${CORE_SOURCES})
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if(SDL_VIDEO)
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if(SDL_OPENGL AND NOT WINDOWS_STORE)
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if(SDL_OPENGL)
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set(SDL_VIDEO_OPENGL 1)
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set(SDL_VIDEO_OPENGL_WGL 1)
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set(SDL_VIDEO_RENDER_OGL 1)
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@ -1924,18 +1873,14 @@ elseif(WINDOWS)
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file(GLOB JOYSTICK_SOURCES ${SDL3_SOURCE_DIR}/src/joystick/windows/*.c)
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list(APPEND SOURCE_FILES ${JOYSTICK_SOURCES})
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if(NOT WINDOWS_STORE)
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set(SDL_JOYSTICK_RAWINPUT 1)
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endif()
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set(SDL_JOYSTICK_RAWINPUT 1)
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if(HAVE_DINPUT_H)
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set(SDL_JOYSTICK_DINPUT 1)
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list(APPEND EXTRA_LIBS dinput8)
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endif()
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if(HAVE_XINPUT_H)
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if(NOT WINDOWS_STORE)
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set(SDL_JOYSTICK_XINPUT 1)
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set(HAVE_XINPUT TRUE)
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endif()
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set(SDL_JOYSTICK_XINPUT 1)
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set(HAVE_XINPUT TRUE)
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if(HAVE_WINDOWS_GAMING_INPUT_H)
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set(SDL_JOYSTICK_WGI 1)
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endif()
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@ -1943,7 +1888,7 @@ elseif(WINDOWS)
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set(HAVE_SDL_JOYSTICK TRUE)
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if(SDL_HAPTIC)
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if((HAVE_DINPUT_H OR HAVE_XINPUT_H) AND NOT WINDOWS_STORE)
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if(HAVE_DINPUT_H OR HAVE_XINPUT_H)
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file(GLOB HAPTIC_SOURCES ${SDL3_SOURCE_DIR}/src/haptic/windows/*.c)
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if(HAVE_DINPUT_H)
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set(SDL_HAPTIC_DINPUT 1)
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@ -3117,7 +3062,7 @@ endif()
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# Ensure that the extra cflags are used at compile time
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS} ${EXTRA_CFLAGS_BUILD}")
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if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
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if(NOT SDL3_DISABLE_SDL3MAIN)
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# Build SDLmain
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add_library(SDL3main STATIC ${SDLMAIN_SOURCES})
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add_dependencies(SDL3main sdl_headers_copy)
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@ -3199,10 +3144,8 @@ if(SDL_SHARED)
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# Note: The clang toolset for Visual Studio does not support /NODEFAULTLIB.
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if(MSVC AND NOT SDL_LIBC AND NOT MSVC_CLANG AND NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
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# Don't try to link with the default set of libraries.
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if(NOT WINDOWS_STORE)
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set_target_properties(SDL3 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
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set_target_properties(SDL3 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
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endif()
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set_target_properties(SDL3 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
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set_target_properties(SDL3 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
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set_target_properties(SDL3 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
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endif()
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# FIXME: if CMAKE_VERSION >= 3.13, use target_link_options for EXTRA_LDFLAGS
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@ -3284,7 +3227,7 @@ if(NOT SDL3_DISABLE_INSTALL)
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RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
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endif()
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if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
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if(NOT SDL3_DISABLE_SDL3MAIN)
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install(TARGETS SDL3main EXPORT SDL3mainTargets
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LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
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ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
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@ -3337,7 +3280,7 @@ if(NOT SDL3_DISABLE_INSTALL)
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endif()
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endif()
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if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
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if(NOT SDL3_DISABLE_SDL3MAIN)
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install(EXPORT SDL3mainTargets
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FILE SDL3mainTargets.cmake
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NAMESPACE SDL3::
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@ -51,7 +51,7 @@ WAYLAND_SCANNER_CODE_MODE = @WAYLAND_SCANNER_CODE_MODE@
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INSTALL_SDL3_CONFIG = @INSTALL_SDL3_CONFIG@
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SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl3-config.cmake.in sdl3-config-version.cmake.in sdl3-config.in sdl3.m4 sdl3.pc.in SDL3.spec.in SDL3Config.cmake.in src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
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SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl3-config.cmake.in sdl3-config-version.cmake.in sdl3-config.in sdl3.m4 sdl3.pc.in SDL3.spec.in SDL3Config.cmake.in src test VisualC Xcode Xcode-iOS wayland-protocols
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GEN_DIST = SDL3.spec
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ifneq ($V,1)
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@ -1,40 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 14
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VisualStudioVersion = 14.0.25420.1
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|ARM = Debug|ARM
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Debug|ARM64 = Debug|ARM64
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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Release|ARM = Release|ARM
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Release|ARM64 = Release|ARM64
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Release|x64 = Release|x64
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
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{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
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{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM64.ActiveCfg = Debug|ARM64
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{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
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||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
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||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
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||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
|
||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
|
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{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
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||||
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
|
@ -1,594 +0,0 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
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|
||||
<ClCompile Include="..\src\joystick\SDL_gamecontroller.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\SDL_joystick.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\virtual\SDL_virtualjoystick.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\windows\SDL_dinputjoystick.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\windows\SDL_windowsjoystick.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\windows\SDL_xinputjoystick.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\loadso\windows\SDL_sysloadso.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\power\SDL_power.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\power\winrt\SDL_syspower.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\direct3d11\SDL_render_d3d11.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\direct3d11\SDL_render_winrt.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\opengles2\SDL_render_gles2.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\opengles2\SDL_shaders_gles2.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\SDL_d3dmath.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\SDL_render.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\SDL_yuv_sw.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_blendfillrect.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_blendline.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_blendpoint.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_drawline.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_drawpoint.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_render_sw.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_rotate.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\software\SDL_triangle.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_assert.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_error.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_guid.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_hints.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_log.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\locale\SDL_locale.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\locale\winrt\SDL_syslocale.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_crc16.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_crc32.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_getenv.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_iconv.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_malloc.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_qsort.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_stdlib.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_string.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_strtokr.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\thread\generic\SDL_syssem.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\thread\SDL_thread.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\thread\stdcpp\SDL_syscond.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\thread\stdcpp\SDL_sysmutex.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\thread\stdcpp\SDL_systhread.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\timer\SDL_timer.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\timer\windows\SDL_systimer.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\dummy\SDL_nullevents.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\dummy\SDL_nullframebuffer.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\dummy\SDL_nullvideo.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_0.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_1.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_A.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_auto.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_copy.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_N.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_blit_slow.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_bmp.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_clipboard.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_egl.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_fillrect.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_pixels.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_rect.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_RLEaccel.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_shape.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_stretch.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_surface.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_video.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtevents.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtkeyboard.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtmessagebox.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtmouse.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtopengles.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtpointerinput.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtvideo.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\audio\wasapi\SDL_wasapi.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\winrt\SDL_winrtgamebar.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_dataqueue.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_list.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\SDL_utils.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\haptic\windows\SDL_dinputhaptic.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\haptic\windows\SDL_windowshaptic.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\haptic\windows\SDL_xinputhaptic.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\SDL_yuv.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\video\yuv2rgb\yuv_rgb.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\render\direct3d11\SDL_shaders_d3d11.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\sensor\SDL_sensor.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\sensor\dummy\SDL_dummysensor.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\events\SDL_displayevents.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\misc\winrt\SDL_sysurl.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\misc\SDL_url.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClInclude Include="..\src\joystick\controller_type.h">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\src\joystick\windows\SDL_windows_gaming_input.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\joystick\controller_type.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\stdlib\SDL_mslibc.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -119,12 +119,6 @@ $funcs{'SDL_DetachThread'} = '2.0.2';
|
|||
$funcs{'SDL_GL_ResetAttributes'} = '2.0.2';
|
||||
$funcs{'SDL_DXGIGetOutputInfo'} = '2.0.2';
|
||||
|
||||
# these are incorrect in the dynapi header, because we forgot to add them
|
||||
# until a later release, but are available in the older release.
|
||||
$funcs{'SDL_WinRTGetFSPathUNICODE'} = '2.0.3';
|
||||
$funcs{'SDL_WinRTGetFSPathUTF8'} = '2.0.3';
|
||||
$funcs{'SDL_WinRTRunApp'} = '2.0.3';
|
||||
|
||||
if (not defined $wikipath) {
|
||||
foreach my $release (@releases) {
|
||||
foreach my $fn (sort keys %funcs) {
|
||||
|
|
|
@ -29,7 +29,7 @@ add_feature_info("TEST_STATIC" TEST_STATIC "Test linking with static library")
|
|||
|
||||
if(TEST_SHARED)
|
||||
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3)
|
||||
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
|
||||
if(EMSCRIPTEN OR WIN32)
|
||||
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main)
|
||||
endif()
|
||||
add_executable(gui-shared WIN32 main_gui.c)
|
||||
|
@ -79,7 +79,7 @@ endif()
|
|||
|
||||
if(TEST_STATIC)
|
||||
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-static)
|
||||
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
|
||||
if(EMSCRIPTEN OR WIN32)
|
||||
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main)
|
||||
endif()
|
||||
add_executable(gui-static WIN32 main_gui.c)
|
||||
|
|
|
@ -1,519 +0,0 @@
|
|||
WinRT
|
||||
=====
|
||||
|
||||
This port allows SDL applications to run on Microsoft's platforms that require
|
||||
use of "Windows Runtime", aka. "WinRT", APIs. Microsoft may, in some cases,
|
||||
refer to them as either "Windows Store", or for Windows 10, "UWP" apps.
|
||||
|
||||
In the past, SDL has supported Windows RT 8.x, Windows Phone, etc, but in
|
||||
modern times this port is focused on UWP apps, which run on Windows 10,
|
||||
and modern Xbox consoles.
|
||||
|
||||
|
||||
Requirements
|
||||
------------
|
||||
|
||||
* Microsoft Visual C++ (aka Visual Studio) 2019.
|
||||
- Free, "Community" or "Express" editions may be used, so long as they
|
||||
include support for either "Windows Store" or "Windows Phone" apps.
|
||||
"Express" versions marked as supporting "Windows Desktop" development
|
||||
typically do not include support for creating WinRT apps, to note.
|
||||
(The "Community" editions of Visual C++ do, however, support both
|
||||
desktop/Win32 and WinRT development).
|
||||
* A valid Microsoft account - This requirement is not imposed by SDL, but
|
||||
rather by Microsoft's Visual C++ toolchain. This is required to launch or
|
||||
debug apps.
|
||||
|
||||
|
||||
Status
|
||||
------
|
||||
|
||||
Here is a rough list of what works, and what doesn't:
|
||||
|
||||
* What works:
|
||||
* compilation via Visual C++ 2019.
|
||||
* compile-time platform detection for SDL programs. The C/C++ #define,
|
||||
`__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
|
||||
* GPU-accelerated 2D rendering, via SDL_Renderer.
|
||||
* OpenGL ES 2, via the ANGLE library (included separately from SDL)
|
||||
* software rendering, via either SDL_Surface (optionally in conjunction with
|
||||
SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
|
||||
SDL_Renderer APIs
|
||||
* threads
|
||||
* timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
|
||||
SDL_GetPerformanceFrequency(), etc.)
|
||||
* file I/O via SDL_RWops
|
||||
* mouse input (unsupported on Windows Phone)
|
||||
* audio, via SDL's WASAPI backend (if you want to record, your app must
|
||||
have "Microphone" capabilities enabled in its manifest, and the user must
|
||||
not have blocked access. Otherwise, capture devices will fail to work,
|
||||
presenting as a device disconnect shortly after opening it.)
|
||||
* .DLL file loading. Libraries *MUST* be packaged inside applications. Loading
|
||||
anything outside of the app is not supported.
|
||||
* system path retrieval via SDL's filesystem APIs
|
||||
* game controllers. Support is provided via the SDL_Joystick and
|
||||
SDL_GameController APIs, and is backed by Microsoft's XInput API. Please
|
||||
note, however, that Windows limits game-controller support in UWP apps to,
|
||||
"Xbox compatible controllers" (many controllers that work in Win32 apps,
|
||||
do not work in UWP, due to restrictions in UWP itself.)
|
||||
* multi-touch input
|
||||
* app events. SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
|
||||
appropriate.
|
||||
* window events
|
||||
* using Direct3D 11.x APIs outside of SDL. Non-XAML / Direct3D-only apps can
|
||||
choose to render content directly via Direct3D, using SDL to manage the
|
||||
internal WinRT window, as well as input and audio. (Use
|
||||
SDL_GetWindowWMInfo() to get the WinRT 'CoreWindow', and pass it into
|
||||
IDXGIFactory2::CreateSwapChainForCoreWindow() as appropriate.)
|
||||
|
||||
* What partially works:
|
||||
* keyboard input. Most of WinRT's documented virtual keys are supported, as
|
||||
well as many keys with documented hardware scancodes. Converting
|
||||
SDL_Scancodes to or from SDL_Keycodes may not work, due to missing APIs
|
||||
(MapVirtualKey()) in Microsoft's Windows Store / UWP APIs.
|
||||
* SDLmain. WinRT uses a different signature for each app's main() function.
|
||||
SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
|
||||
(in `SDL\src\main\winrt\`) directly in order for their C-style main()
|
||||
functions to be called.
|
||||
|
||||
* What doesn't work:
|
||||
* compilation with anything other than Visual C++
|
||||
* programmatically-created custom cursors. These don't appear to be supported
|
||||
by WinRT. Different OS-provided cursors can, however, be created via
|
||||
SDL_CreateSystemCursor() (unsupported on Windows Phone)
|
||||
* SDL_WarpMouseInWindow() or SDL_WarpMouseGlobal(). This are not currently
|
||||
supported by WinRT itself.
|
||||
* joysticks and game controllers that either are not supported by
|
||||
Microsoft's XInput API, or are not supported within UWP apps (many
|
||||
controllers that work in Win32, do not work in UWP, due to restrictions in
|
||||
UWP itself).
|
||||
* turning off VSync when rendering on Windows Phone. Attempts to turn VSync
|
||||
off on Windows Phone result either in Direct3D not drawing anything, or it
|
||||
forcing VSync back on. As such, SDL_RENDERER_PRESENTVSYNC will always get
|
||||
turned-on on Windows Phone. This limitation is not present in non-Phone
|
||||
WinRT (such as Windows 8.x), where turning off VSync appears to work.
|
||||
* probably anything else that's not listed as supported
|
||||
|
||||
|
||||
|
||||
Upgrade Notes
|
||||
-------------
|
||||
|
||||
#### SDL_GetPrefPath() usage when upgrading WinRT apps from SDL 2.0.3
|
||||
|
||||
SDL 2.0.4 fixes two bugs found in the WinRT version of SDL_GetPrefPath().
|
||||
The fixes may affect older, SDL 2.0.3-based apps' save data. Please note
|
||||
that these changes only apply to SDL-based WinRT apps, and not to apps for
|
||||
any other platform.
|
||||
|
||||
1. SDL_GetPrefPath() would return an invalid path, one in which the path's
|
||||
directory had not been created. Attempts to create files there
|
||||
(via fopen(), for example), would fail, unless that directory was
|
||||
explicitly created beforehand.
|
||||
|
||||
2. SDL_GetPrefPath(), for non-WinPhone-based apps, would return a path inside
|
||||
a WinRT 'Roaming' folder, the contents of which get automatically
|
||||
synchronized across multiple devices. This process can occur while an
|
||||
application runs, and can cause existing save-data to be overwritten
|
||||
at unexpected times, with data from other devices. (Windows Phone apps
|
||||
written with SDL 2.0.3 did not utilize a Roaming folder, due to API
|
||||
restrictions in Windows Phone 8.0).
|
||||
|
||||
|
||||
SDL_GetPrefPath(), starting with SDL 2.0.4, addresses these by:
|
||||
|
||||
1. making sure that SDL_GetPrefPath() returns a directory in which data
|
||||
can be written to immediately, without first needing to create directories.
|
||||
|
||||
2. basing SDL_GetPrefPath() off of a different, non-Roaming folder, the
|
||||
contents of which do not automatically get synchronized across devices
|
||||
(and which require less work to use safely, in terms of data integrity).
|
||||
|
||||
Apps that wish to get their Roaming folder's path can do so either by using
|
||||
SDL_WinRTGetFSPathUTF8(), SDL_WinRTGetFSPathUNICODE() (which returns a
|
||||
UCS-2/wide-char string), or directly through the WinRT class,
|
||||
Windows.Storage.ApplicationData.
|
||||
|
||||
|
||||
|
||||
Setup, High-Level Steps
|
||||
-----------------------
|
||||
|
||||
The steps for setting up a project for an SDL/WinRT app looks like the
|
||||
following, at a high-level:
|
||||
|
||||
1. create a new Visual C++ project using Microsoft's template for a,
|
||||
"Direct3D App".
|
||||
2. remove most of the files from the project.
|
||||
3. make your app's project directly reference SDL/WinRT's own Visual C++
|
||||
project file, via use of Visual C++'s "References" dialog. This will setup
|
||||
the linker, and will copy SDL's .dll files to your app's final output.
|
||||
4. adjust your app's build settings, at minimum, telling it where to find SDL's
|
||||
header files.
|
||||
5. add files that contains a WinRT-appropriate main function, along with some
|
||||
data to make sure mouse-cursor-hiding (via SDL_ShowCursor(SDL_DISABLE) calls)
|
||||
work properly.
|
||||
6. add SDL-specific app code.
|
||||
7. build and run your app.
|
||||
|
||||
|
||||
Setup, Detailed Steps
|
||||
---------------------
|
||||
|
||||
### 1. Create a new project ###
|
||||
|
||||
Create a new project using one of Visual C++'s templates for a plain, non-XAML,
|
||||
"Direct3D App" (XAML support for SDL/WinRT is not yet ready for use). If you
|
||||
don't see one of these templates, in Visual C++'s 'New Project' dialog, try
|
||||
using the textbox titled, 'Search Installed Templates' to look for one.
|
||||
|
||||
|
||||
### 2. Remove unneeded files from the project ###
|
||||
|
||||
In the new project, delete any file that has one of the following extensions:
|
||||
|
||||
- .cpp
|
||||
- .h
|
||||
- .hlsl
|
||||
|
||||
When you are done, you should be left with a few files, each of which will be a
|
||||
necessary part of your app's project. These files will consist of:
|
||||
|
||||
- an .appxmanifest file, which contains metadata on your WinRT app. This is
|
||||
similar to an Info.plist file on iOS, or an AndroidManifest.xml on Android.
|
||||
- a few .png files, one of which is a splash screen (displayed when your app
|
||||
launches), others are app icons.
|
||||
- a .pfx file, used for code signing purposes.
|
||||
|
||||
|
||||
### 3. Add references to SDL's project files ###
|
||||
|
||||
SDL/WinRT can be built in multiple variations, spanning across three different
|
||||
CPU architectures (x86, x64, and ARM) and two different configurations
|
||||
(Debug and Release). WinRT and Visual C++ do not currently provide a means
|
||||
for combining multiple variations of one library into a single file.
|
||||
Furthermore, it does not provide an easy means for copying pre-built .dll files
|
||||
into your app's final output (via Post-Build steps, for example). It does,
|
||||
however, provide a system whereby an app can reference the MSVC projects of
|
||||
libraries such that, when the app is built:
|
||||
|
||||
1. each library gets built for the appropriate CPU architecture(s) and WinRT
|
||||
platform(s).
|
||||
2. each library's output, such as .dll files, get copied to the app's build
|
||||
output.
|
||||
|
||||
To set this up for SDL/WinRT, you'll need to run through the following steps:
|
||||
|
||||
1. open up the Solution Explorer inside Visual C++ (under the "View" menu, then
|
||||
"Solution Explorer")
|
||||
2. right click on your app's solution.
|
||||
3. navigate to "Add", then to "Existing Project..."
|
||||
4. find SDL/WinRT's Visual C++ project file and open it, in the `VisualC-WinRT`
|
||||
directory.
|
||||
5. once the project has been added, right-click on your app's project and
|
||||
select, "References..."
|
||||
6. click on the button titled, "Add New Reference..."
|
||||
7. check the box next to SDL
|
||||
8. click OK to close the dialog
|
||||
9. SDL will now show up in the list of references. Click OK to close that
|
||||
dialog.
|
||||
|
||||
Your project is now linked to SDL's project, insofar that when the app is
|
||||
built, SDL will be built as well, with its build output getting included with
|
||||
your app.
|
||||
|
||||
|
||||
### 4. Adjust Your App's Build Settings ###
|
||||
|
||||
Some build settings need to be changed in your app's project. This guide will
|
||||
outline the following:
|
||||
|
||||
- making sure that the compiler knows where to find SDL's header files
|
||||
- **Optional for C++, but NECESSARY for compiling C code:** telling the
|
||||
compiler not to use Microsoft's C++ extensions for WinRT development.
|
||||
- **Optional:** telling the compiler not generate errors due to missing
|
||||
precompiled header files.
|
||||
|
||||
To change these settings:
|
||||
|
||||
1. right-click on the project
|
||||
2. choose "Properties"
|
||||
3. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
4. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
5. in the left-hand list, expand the "C/C++" section
|
||||
6. select "General"
|
||||
7. edit the "Additional Include Directories" setting, and add a path to SDL's
|
||||
"include" directory
|
||||
8. **Optional: to enable compilation of C code:** change the setting for
|
||||
"Consume Windows Runtime Extension" from "Yes (/ZW)" to "No". If you're
|
||||
working with a completely C++ based project, this step can usually be
|
||||
omitted.
|
||||
9. **Optional: to disable precompiled headers (which can produce
|
||||
'stdafx.h'-related build errors, if setup incorrectly:** in the left-hand
|
||||
list, select "Precompiled Headers", then change the setting for "Precompiled
|
||||
Header" from "Use (/Yu)" to "Not Using Precompiled Headers".
|
||||
10. close the dialog, saving settings, by clicking the "OK" button
|
||||
|
||||
|
||||
### 5. Add a WinRT-appropriate main function, and a blank-cursor image, to the app. ###
|
||||
|
||||
A few files should be included directly in your app's MSVC project, specifically:
|
||||
1. a WinRT-appropriate main function (which is different than main() functions on
|
||||
other platforms)
|
||||
2. a Win32-style cursor resource, used by SDL_ShowCursor() to hide the mouse cursor
|
||||
(if and when the app needs to do so). *If this cursor resource is not
|
||||
included, mouse-position reporting may fail if and when the cursor is
|
||||
hidden, due to possible bugs/design-oddities in Windows itself.*
|
||||
|
||||
To include these files for C/C++ projects:
|
||||
|
||||
1. right-click on your project (again, in Visual C++'s Solution Explorer),
|
||||
navigate to "Add", then choose "Existing Item...".
|
||||
2. navigate to the directory containing SDL's source code, then into its
|
||||
subdirectory, 'src/main/winrt/'. Select, then add, the following files:
|
||||
- `SDL_winrt_main_NonXAML.cpp`
|
||||
- `SDL3-WinRTResources.rc`
|
||||
- `SDL3-WinRTResource_BlankCursor.cur`
|
||||
3. right-click on the file `SDL_winrt_main_NonXAML.cpp` (as listed in your
|
||||
project), then click on "Properties...".
|
||||
4. in the drop-down box next to "Configuration", choose, "All Configurations"
|
||||
5. in the drop-down box next to "Platform", choose, "All Platforms"
|
||||
6. in the left-hand list, click on "C/C++"
|
||||
7. change the setting for "Consume Windows Runtime Extension" to "Yes (/ZW)".
|
||||
8. click the OK button. This will close the dialog.
|
||||
|
||||
**NOTE: C++/CX compilation is currently required in at least one file of your
|
||||
app's project. This is to make sure that Visual C++'s linker builds a 'Windows
|
||||
Metadata' file (.winmd) for your app. Not doing so can lead to build errors.**
|
||||
|
||||
For non-C++ projects, you will need to call SDL_WinRTRunApp from your language's
|
||||
main function, and generate SDL3-WinRTResources.res manually by using `rc` via
|
||||
the Developer Command Prompt and including it as a <Win32Resource> within the
|
||||
first <PropertyGroup> block in your Visual Studio project file.
|
||||
|
||||
### 6. Add app code and assets ###
|
||||
|
||||
At this point, you can add in SDL-specific source code. Be sure to include a
|
||||
C-style main function (ie: `int main(int argc, char *argv[])`). From there you
|
||||
should be able to create a single `SDL_Window` (WinRT apps can only have one
|
||||
window, at present), as well as an `SDL_Renderer`. Direct3D will be used to
|
||||
draw content. Events are received via SDL's usual event functions
|
||||
(`SDL_PollEvent`, etc.) If you have a set of existing source files and assets,
|
||||
you can start adding them to the project now. If not, or if you would like to
|
||||
make sure that you're setup correctly, some short and simple sample code is
|
||||
provided below.
|
||||
|
||||
|
||||
#### 6.A. ... when creating a new app ####
|
||||
|
||||
If you are creating a new app (rather than porting an existing SDL-based app),
|
||||
or if you would just like a simple app to test SDL/WinRT with before trying to
|
||||
get existing code working, some working SDL/WinRT code is provided below. To
|
||||
set this up:
|
||||
|
||||
1. right click on your app's project
|
||||
2. select Add, then New Item. An "Add New Item" dialog will show up.
|
||||
3. from the left-hand list, choose "Visual C++"
|
||||
4. from the middle/main list, choose "C++ File (.cpp)"
|
||||
5. near the bottom of the dialog, next to "Name:", type in a name for your
|
||||
source file, such as, "main.cpp".
|
||||
6. click on the Add button. This will close the dialog, add the new file to
|
||||
your project, and open the file in Visual C++'s text editor.
|
||||
7. Copy and paste the following code into the new file, then save it.
|
||||
|
||||
```c
|
||||
#include <SDL.h>
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
SDL_DisplayMode mode;
|
||||
SDL_Window * window = NULL;
|
||||
SDL_Renderer * renderer = NULL;
|
||||
SDL_Event evt;
|
||||
SDL_bool keep_going = SDL_TRUE;
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
|
||||
return 1;
|
||||
} else if (SDL_GetCurrentDisplayMode(0, &mode) != 0) {
|
||||
return 1;
|
||||
} else if (SDL_CreateWindowAndRenderer(mode.w, mode.h, SDL_WINDOW_FULLSCREEN, &window, &renderer) != 0) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
while (keep_going) {
|
||||
while (SDL_PollEvent(&evt)) {
|
||||
if ((evt.type == SDL_KEYDOWN) && (evt.key.keysym.sym == SDLK_ESCAPE)) {
|
||||
keep_going = SDL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
```
|
||||
|
||||
#### 6.B. Adding code and assets ####
|
||||
|
||||
If you have existing code and assets that you'd like to add, you should be able
|
||||
to add them now. The process for adding a set of files is as such.
|
||||
|
||||
1. right click on the app's project
|
||||
2. select Add, then click on "New Item..."
|
||||
3. open any source, header, or asset files as appropriate. Support for C and
|
||||
C++ is available.
|
||||
|
||||
Do note that WinRT only supports a subset of the APIs that are available to
|
||||
Win32-based apps. Many portions of the Win32 API and the C runtime are not
|
||||
available.
|
||||
|
||||
A list of unsupported C APIs can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
|
||||
|
||||
General information on using the C runtime in WinRT can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
|
||||
|
||||
A list of supported Win32 APIs for WinRT apps can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>. To note,
|
||||
the list of supported Win32 APIs for Windows Phone 8.0 is different.
|
||||
That list can be found at
|
||||
<http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
|
||||
|
||||
|
||||
### 7. Build and run your app ###
|
||||
|
||||
Your app project should now be setup, and you should be ready to build your app.
|
||||
To run it on the local machine, open the Debug menu and choose "Start
|
||||
Debugging". This will build your app, then run your app full-screen. To switch
|
||||
out of your app, press the Windows key. Alternatively, you can choose to run
|
||||
your app in a window. To do this, before building and running your app, find
|
||||
the drop-down menu in Visual C++'s toolbar that says, "Local Machine". Expand
|
||||
this by clicking on the arrow on the right side of the list, then click on
|
||||
Simulator. Once you do that, any time you build and run the app, the app will
|
||||
launch in window, rather than full-screen.
|
||||
|
||||
|
||||
#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
|
||||
|
||||
**These instructions do not include Windows Phone, despite Windows Phone
|
||||
typically running on ARM processors.** They are specifically for devices
|
||||
that use the "Windows RT" operating system, which was a modified version of
|
||||
Windows 8.x that ran primarily on ARM-based tablet computers.
|
||||
|
||||
To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
|
||||
|
||||
- install Microsoft's "Remote Debugger" on the device. Visual C++ installs and
|
||||
debugs ARM-based apps via IP networks.
|
||||
- change a few options on the development machine, both to make sure it builds
|
||||
for ARM (rather than x86 or x64), and to make sure it knows how to find the
|
||||
Windows RT device (on the network).
|
||||
|
||||
Microsoft's Remote Debugger can be found at
|
||||
<https://msdn.microsoft.com/en-us/library/hh441469.aspx>. Please note
|
||||
that separate versions of this debugger exist for different versions of Visual
|
||||
C++, one each for MSVC 2015, 2013, and 2012.
|
||||
|
||||
To setup Visual C++ to launch your app on an ARM device:
|
||||
|
||||
1. make sure the Remote Debugger is running on your ARM device, and that it's on
|
||||
the same IP network as your development machine.
|
||||
2. from Visual C++'s toolbar, find a drop-down menu that says, "Win32". Click
|
||||
it, then change the value to "ARM".
|
||||
3. make sure Visual C++ knows the hostname or IP address of the ARM device. To
|
||||
do this:
|
||||
1. open the app project's properties
|
||||
2. select "Debugging"
|
||||
3. next to "Machine Name", enter the hostname or IP address of the ARM
|
||||
device
|
||||
4. if, and only if, you've turned off authentication in the Remote Debugger,
|
||||
then change the setting for "Require Authentication" to No
|
||||
5. click "OK"
|
||||
4. build and run the app (from Visual C++). The first time you do this, a
|
||||
prompt will show up on the ARM device, asking for a Microsoft Account. You
|
||||
do, unfortunately, need to log in here, and will need to follow the
|
||||
subsequent registration steps in order to launch the app. After you do so,
|
||||
if the app didn't already launch, try relaunching it again from within Visual
|
||||
C++.
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
#### Build fails with message, "error LNK2038: mismatch detected for 'vccorlib_lib_should_be_specified_before_msvcrt_lib_to_linker'"
|
||||
|
||||
Try adding the following to your linker flags. In MSVC, this can be done by
|
||||
right-clicking on the app project, navigating to Configuration Properties ->
|
||||
Linker -> Command Line, then adding them to the Additional Options
|
||||
section.
|
||||
|
||||
* For Release builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlib /nodefaultlib:msvcrt vccorlib.lib msvcrt.lib
|
||||
|
||||
* For Debug builds / MSVC-Configurations, add:
|
||||
|
||||
/nodefaultlib:vccorlibd /nodefaultlib:msvcrtd vccorlibd.lib msvcrtd.lib
|
||||
|
||||
|
||||
#### Mouse-motion events fail to get sent, or SDL_GetMouseState() fails to return updated values
|
||||
|
||||
This may be caused by a bug in Windows itself, whereby hiding the mouse
|
||||
cursor can cause mouse-position reporting to fail.
|
||||
|
||||
SDL provides a workaround for this, but it requires that an app links to a
|
||||
set of Win32-style cursor image-resource files. A copy of suitable resource
|
||||
files can be found in `src/main/winrt/`. Adding them to an app's Visual C++
|
||||
project file should be sufficient to get the app to use them.
|
||||
|
||||
|
||||
#### SDL's Visual Studio project file fails to open, with message, "The system can't find the file specified."
|
||||
|
||||
This can be caused for any one of a few reasons, which Visual Studio can
|
||||
report, but won't always do so in an up-front manner.
|
||||
|
||||
To help determine why this error comes up:
|
||||
|
||||
1. open a copy of Visual Studio without opening a project file. This can be
|
||||
accomplished via Windows' Start Menu, among other means.
|
||||
2. show Visual Studio's Output window. This can be done by going to VS'
|
||||
menu bar, then to View, and then to Output.
|
||||
3. try opening the SDL project file directly by going to VS' menu bar, then
|
||||
to File, then to Open, then to Project/Solution. When a File-Open dialog
|
||||
appears, open the SDL project (such as the one in SDL's source code, in its
|
||||
directory, VisualC-WinRT/UWP_VS2015/).
|
||||
4. after attempting to open SDL's Visual Studio project file, additional error
|
||||
information will be output to the Output window.
|
||||
|
||||
If Visual Studio reports (via its Output window) that the project:
|
||||
|
||||
"could not be loaded because it's missing install components. To fix this launch Visual Studio setup with the following selections:
|
||||
Microsoft.VisualStudio.ComponentGroup.UWP.VC"
|
||||
|
||||
... then you will need to re-launch Visual Studio's installer, and make sure that
|
||||
the workflow for "Universal Windows Platform development" is checked, and that its
|
||||
optional component, "C++ Universal Windows Platform tools" is also checked. While
|
||||
you are there, if you are planning on targeting UWP / Windows 10, also make sure
|
||||
that you check the optional component, "Windows 10 SDK (10.0.10240.0)". After
|
||||
making sure these items are checked as-appropriate, install them.
|
||||
|
||||
Once you install these components, try re-launching Visual Studio, and re-opening
|
||||
the SDL project file. If you still get the error dialog, try using the Output
|
||||
window, again, seeing what Visual Studio says about it.
|
||||
|
||||
|
||||
#### Game controllers / joysticks aren't working!
|
||||
|
||||
Windows only permits certain game controllers and joysticks to work within
|
||||
WinRT / UWP apps. Even if a game controller or joystick works in a Win32
|
||||
app, that device is not guaranteed to work inside a WinRT / UWP app.
|
||||
|
||||
According to Microsoft, "Xbox compatible controllers" should work inside
|
||||
UWP apps, potentially with more working in the future. This includes, but
|
||||
may not be limited to, Microsoft-made Xbox controllers and USB adapters.
|
||||
(Source: https://social.msdn.microsoft.com/Forums/en-US/9064838b-e8c3-4c18-8a83-19bf0dfe150d/xinput-fails-to-detect-game-controllers?forum=wpdevelop)
|
||||
|
||||
|
|
@ -41,7 +41,6 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
|
|||
- [Touch](README-touch.md)
|
||||
- [Versions](README-versions.md)
|
||||
- [Windows](README-windows.md)
|
||||
- [WinRT](README-winrt.md)
|
||||
- [PSVita](README-vita.md)
|
||||
- [Nokia N-Gage](README-ngage.md)
|
||||
|
||||
|
|
|
@ -31,8 +31,6 @@
|
|||
/* Add any platform that doesn't build using the configure system. */
|
||||
#if defined(__WIN32__)
|
||||
#include "SDL_config_windows.h"
|
||||
#elif defined(__WINRT__)
|
||||
#include "SDL_config_winrt.h"
|
||||
#elif defined(__WINGDK__)
|
||||
#include "SDL_config_wingdk.h"
|
||||
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
|
|
|
@ -388,7 +388,6 @@
|
|||
#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
|
||||
#cmakedefine SDL_VIDEO_DRIVER_OFFSCREEN @SDL_VIDEO_DRIVER_OFFSCREEN@
|
||||
#cmakedefine SDL_VIDEO_DRIVER_WINDOWS @SDL_VIDEO_DRIVER_WINDOWS@
|
||||
#cmakedefine SDL_VIDEO_DRIVER_WINRT @SDL_VIDEO_DRIVER_WINRT@
|
||||
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND @SDL_VIDEO_DRIVER_WAYLAND@
|
||||
#cmakedefine SDL_VIDEO_DRIVER_RPI @SDL_VIDEO_DRIVER_RPI@
|
||||
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE @SDL_VIDEO_DRIVER_VIVANTE@
|
||||
|
@ -460,7 +459,6 @@
|
|||
#cmakedefine SDL_POWER_ANDROID @SDL_POWER_ANDROID@
|
||||
#cmakedefine SDL_POWER_LINUX @SDL_POWER_LINUX@
|
||||
#cmakedefine SDL_POWER_WINDOWS @SDL_POWER_WINDOWS@
|
||||
#cmakedefine SDL_POWER_WINRT @SDL_POWER_WINRT@
|
||||
#cmakedefine SDL_POWER_MACOSX @SDL_POWER_MACOSX@
|
||||
#cmakedefine SDL_POWER_UIKIT @SDL_POWER_UIKIT@
|
||||
#cmakedefine SDL_POWER_HAIKU @SDL_POWER_HAIKU@
|
||||
|
|
|
@ -240,9 +240,7 @@ typedef unsigned int uintptr_t;
|
|||
/* Enable various input drivers */
|
||||
#define SDL_JOYSTICK_DINPUT 1
|
||||
#define SDL_JOYSTICK_HIDAPI 1
|
||||
#ifndef __WINRT__
|
||||
#define SDL_JOYSTICK_RAWINPUT 1
|
||||
#endif
|
||||
#define SDL_JOYSTICK_VIRTUAL 1
|
||||
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
|
||||
#define SDL_JOYSTICK_WGI 1
|
||||
|
|
|
@ -1,220 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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.
|
||||
*/
|
||||
|
||||
#ifndef SDL_config_winrt_h_
|
||||
#define SDL_config_winrt_h_
|
||||
#define SDL_config_h_
|
||||
|
||||
#include "SDL_platform.h"
|
||||
|
||||
/* Make sure the Windows SDK's NTDDI_VERSION macro gets defined. This is used
|
||||
by SDL to determine which version of the Windows SDK is being used.
|
||||
*/
|
||||
#include <sdkddkver.h>
|
||||
|
||||
/* Define possibly-undefined NTDDI values (used when compiling SDL against
|
||||
older versions of the Windows SDK.
|
||||
*/
|
||||
#ifndef NTDDI_WINBLUE
|
||||
#define NTDDI_WINBLUE 0x06030000
|
||||
#endif
|
||||
#ifndef NTDDI_WIN10
|
||||
#define NTDDI_WIN10 0x0A000000
|
||||
#endif
|
||||
|
||||
/* This is a set of defines to configure the SDL features */
|
||||
|
||||
#ifdef _WIN64
|
||||
# define SIZEOF_VOIDP 8
|
||||
#else
|
||||
# define SIZEOF_VOIDP 4
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
# define HAVE_GCC_ATOMICS 1
|
||||
#endif
|
||||
|
||||
/* Useful headers */
|
||||
#define HAVE_DXGI_H 1
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
#define HAVE_XINPUT_H 1
|
||||
#endif
|
||||
|
||||
#define HAVE_MMDEVICEAPI_H 1
|
||||
#define HAVE_AUDIOCLIENT_H 1
|
||||
#define HAVE_TPCSHRD_H 1
|
||||
|
||||
#define HAVE_LIBC 1
|
||||
#define STDC_HEADERS 1
|
||||
#define HAVE_CTYPE_H 1
|
||||
#define HAVE_FLOAT_H 1
|
||||
#define HAVE_LIMITS_H 1
|
||||
#define HAVE_MATH_H 1
|
||||
#define HAVE_SIGNAL_H 1
|
||||
#define HAVE_STDINT_H 1
|
||||
#define HAVE_STDIO_H 1
|
||||
#define HAVE_STRING_H 1
|
||||
|
||||
/* C library functions */
|
||||
#define HAVE_MALLOC 1
|
||||
#define HAVE_CALLOC 1
|
||||
#define HAVE_REALLOC 1
|
||||
#define HAVE_FREE 1
|
||||
#define HAVE_ALLOCA 1
|
||||
#define HAVE_QSORT 1
|
||||
#define HAVE_BSEARCH 1
|
||||
#define HAVE_ABS 1
|
||||
#define HAVE_MEMSET 1
|
||||
#define HAVE_MEMCPY 1
|
||||
#define HAVE_MEMMOVE 1
|
||||
#define HAVE_MEMCMP 1
|
||||
#define HAVE_STRLEN 1
|
||||
#define HAVE__STRREV 1
|
||||
#define HAVE__STRUPR 1
|
||||
#define HAVE_STRCHR 1
|
||||
#define HAVE_STRRCHR 1
|
||||
#define HAVE_STRSTR 1
|
||||
#define HAVE_STRTOL 1
|
||||
#define HAVE_STRTOUL 1
|
||||
/* #undef HAVE_STRTOLL */
|
||||
/* #undef HAVE_STRTOULL */
|
||||
#define HAVE_STRTOD 1
|
||||
#define HAVE_ATOI 1
|
||||
#define HAVE_ATOF 1
|
||||
#define HAVE_STRCMP 1
|
||||
#define HAVE_STRNCMP 1
|
||||
#define HAVE__STRICMP 1
|
||||
#define HAVE__STRNICMP 1
|
||||
#define HAVE_VSNPRINTF 1
|
||||
/* TODO, WinRT: consider using ??_s versions of the following */
|
||||
/* #undef HAVE__STRLWR */
|
||||
/* #undef HAVE_ITOA */
|
||||
/* #undef HAVE__LTOA */
|
||||
/* #undef HAVE__ULTOA */
|
||||
/* #undef HAVE_SSCANF */
|
||||
#define HAVE_M_PI 1
|
||||
#define HAVE_ACOS 1
|
||||
#define HAVE_ACOSF 1
|
||||
#define HAVE_ASIN 1
|
||||
#define HAVE_ASINF 1
|
||||
#define HAVE_ATAN 1
|
||||
#define HAVE_ATANF 1
|
||||
#define HAVE_ATAN2 1
|
||||
#define HAVE_ATAN2F 1
|
||||
#define HAVE_CEIL 1
|
||||
#define HAVE_CEILF 1
|
||||
#define HAVE__COPYSIGN 1
|
||||
#define HAVE_COS 1
|
||||
#define HAVE_COSF 1
|
||||
#define HAVE_EXP 1
|
||||
#define HAVE_EXPF 1
|
||||
#define HAVE_FABS 1
|
||||
#define HAVE_FABSF 1
|
||||
#define HAVE_FLOOR 1
|
||||
#define HAVE_FLOORF 1
|
||||
#define HAVE_FMOD 1
|
||||
#define HAVE_FMODF 1
|
||||
#define HAVE_LOG 1
|
||||
#define HAVE_LOGF 1
|
||||
#define HAVE_LOG10 1
|
||||
#define HAVE_LOG10F 1
|
||||
#define HAVE_LROUND 1
|
||||
#define HAVE_LROUNDF 1
|
||||
#define HAVE_POW 1
|
||||
#define HAVE_POWF 1
|
||||
#define HAVE_ROUND 1
|
||||
#define HAVE_ROUNDF 1
|
||||
#define HAVE__SCALB 1
|
||||
#define HAVE_SIN 1
|
||||
#define HAVE_SINF 1
|
||||
#define HAVE_SQRT 1
|
||||
#define HAVE_SQRTF 1
|
||||
#define HAVE_TAN 1
|
||||
#define HAVE_TANF 1
|
||||
#define HAVE_TRUNC 1
|
||||
#define HAVE_TRUNCF 1
|
||||
#define HAVE__FSEEKI64 1
|
||||
|
||||
#define HAVE_ROAPI_H 1
|
||||
|
||||
/* Enable various audio drivers */
|
||||
#define SDL_AUDIO_DRIVER_WASAPI 1
|
||||
#define SDL_AUDIO_DRIVER_DISK 1
|
||||
#define SDL_AUDIO_DRIVER_DUMMY 1
|
||||
|
||||
/* Enable various input drivers */
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
#define SDL_JOYSTICK_DISABLED 1
|
||||
#define SDL_HAPTIC_DISABLED 1
|
||||
#else
|
||||
#define SDL_JOYSTICK_VIRTUAL 1
|
||||
#if (NTDDI_VERSION >= NTDDI_WIN10)
|
||||
#define SDL_JOYSTICK_WGI 1
|
||||
#define SDL_HAPTIC_DISABLED 1
|
||||
#else
|
||||
#define SDL_JOYSTICK_XINPUT 1
|
||||
#define SDL_HAPTIC_XINPUT 1
|
||||
#endif /* WIN10 */
|
||||
#endif
|
||||
|
||||
/* WinRT doesn't have HIDAPI available */
|
||||
#define SDL_HIDAPI_DISABLED 1
|
||||
|
||||
/* Enable the dummy sensor driver */
|
||||
#define SDL_SENSOR_DUMMY 1
|
||||
|
||||
/* Enable various shared object loading systems */
|
||||
#define SDL_LOADSO_WINDOWS 1
|
||||
|
||||
/* Enable various threading systems */
|
||||
#if (NTDDI_VERSION >= NTDDI_WINBLUE)
|
||||
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
|
||||
#define SDL_THREAD_WINDOWS 1
|
||||
#else
|
||||
/* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */
|
||||
#define SDL_THREAD_STDCPP 1
|
||||
#endif
|
||||
|
||||
/* Enable various timer systems */
|
||||
#define SDL_TIMER_WINDOWS 1
|
||||
|
||||
/* Enable various video drivers */
|
||||
#define SDL_VIDEO_DRIVER_WINRT 1
|
||||
#define SDL_VIDEO_DRIVER_DUMMY 1
|
||||
|
||||
/* Enable OpenGL ES 2.0 (via a modified ANGLE library) */
|
||||
#define SDL_VIDEO_OPENGL_ES2 1
|
||||
#define SDL_VIDEO_OPENGL_EGL 1
|
||||
|
||||
/* Enable appropriate renderer(s) */
|
||||
#define SDL_VIDEO_RENDER_D3D11 1
|
||||
|
||||
/* Disable D3D12 as it's not implemented for WinRT */
|
||||
#define SDL_VIDEO_RENDER_D3D12 0
|
||||
|
||||
#if SDL_VIDEO_OPENGL_ES2
|
||||
#define SDL_VIDEO_RENDER_OGL_ES2 1
|
||||
#endif
|
||||
|
||||
/* Enable system power support */
|
||||
#define SDL_POWER_WINRT 1
|
||||
|
||||
#endif /* SDL_config_winrt_h_ */
|
|
@ -79,7 +79,7 @@ _m_prefetch(void *__P)
|
|||
#if !defined(SDL_DISABLE_ARM_NEON_H)
|
||||
# if defined(__ARM_NEON)
|
||||
# include <arm_neon.h>
|
||||
# elif defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)
|
||||
# elif defined(__WINDOWS__) || defined(__GDK__)
|
||||
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
|
||||
# if defined(_M_ARM)
|
||||
# include <armintr.h>
|
||||
|
|
|
@ -39,18 +39,6 @@
|
|||
*/
|
||||
#define SDL_MAIN_AVAILABLE
|
||||
|
||||
#elif defined(__WINRT__)
|
||||
/* On WinRT, SDL provides a main function that initializes CoreApplication,
|
||||
creating an instance of IFrameworkView in the process.
|
||||
|
||||
Please note that #include'ing SDL_main.h is not enough to get a main()
|
||||
function working. In non-XAML apps, the file,
|
||||
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
|
||||
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
|
||||
called, with a pointer to the Direct3D-hosted XAML control passed in.
|
||||
*/
|
||||
#define SDL_MAIN_NEEDED
|
||||
|
||||
#elif defined(__GDK__)
|
||||
/* On GDK, SDL provides a main function that initializes the game runtime.
|
||||
|
||||
|
@ -208,22 +196,6 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
|
|||
#endif /* defined(__WIN32__) || defined(__GDK__) */
|
||||
|
||||
|
||||
#ifdef __WINRT__
|
||||
|
||||
/**
|
||||
* Initialize and launch an SDL/WinRT application.
|
||||
*
|
||||
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
|
||||
* \param reserved reserved for future use; should be NULL
|
||||
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
|
||||
* more information on the failure.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.3.
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
|
||||
|
||||
#endif /* __WINRT__ */
|
||||
|
||||
#if defined(__IPHONEOS__)
|
||||
|
||||
/**
|
||||
|
|
|
@ -167,8 +167,7 @@
|
|||
#endif /* HAVE_WINAPIFAMILY_H */
|
||||
|
||||
#if WINAPI_FAMILY_WINRT
|
||||
#undef __WINRT__
|
||||
#define __WINRT__ 1
|
||||
#error WinRT no longer supported.
|
||||
#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */
|
||||
#undef __WINGDK__
|
||||
#define __WINGDK__ 1
|
||||
|
|
|
@ -466,109 +466,6 @@ extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param);
|
|||
|
||||
#endif /* __ANDROID__ */
|
||||
|
||||
/* Platform specific functions for WinRT */
|
||||
#ifdef __WINRT__
|
||||
|
||||
/**
|
||||
* \brief WinRT / Windows Phone path types
|
||||
*/
|
||||
typedef enum
|
||||
{
|
||||
/** \brief The installed app's root directory.
|
||||
Files here are likely to be read-only. */
|
||||
SDL_WINRT_PATH_INSTALLED_LOCATION,
|
||||
|
||||
/** \brief The app's local data store. Files may be written here */
|
||||
SDL_WINRT_PATH_LOCAL_FOLDER,
|
||||
|
||||
/** \brief The app's roaming data store. Unsupported on Windows Phone.
|
||||
Files written here may be copied to other machines via a network
|
||||
connection.
|
||||
*/
|
||||
SDL_WINRT_PATH_ROAMING_FOLDER,
|
||||
|
||||
/** \brief The app's temporary data store. Unsupported on Windows Phone.
|
||||
Files written here may be deleted at any time. */
|
||||
SDL_WINRT_PATH_TEMP_FOLDER
|
||||
} SDL_WinRT_Path;
|
||||
|
||||
|
||||
/**
|
||||
* \brief WinRT Device Family
|
||||
*/
|
||||
typedef enum
|
||||
{
|
||||
/** \brief Unknown family */
|
||||
SDL_WINRT_DEVICEFAMILY_UNKNOWN,
|
||||
|
||||
/** \brief Desktop family*/
|
||||
SDL_WINRT_DEVICEFAMILY_DESKTOP,
|
||||
|
||||
/** \brief Mobile family (for example smartphone) */
|
||||
SDL_WINRT_DEVICEFAMILY_MOBILE,
|
||||
|
||||
/** \brief XBox family */
|
||||
SDL_WINRT_DEVICEFAMILY_XBOX,
|
||||
} SDL_WinRT_DeviceFamily;
|
||||
|
||||
|
||||
/**
|
||||
* Retrieve a WinRT defined path on the local file system.
|
||||
*
|
||||
* Not all paths are available on all versions of Windows. This is especially
|
||||
* true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
|
||||
* for more information on which path types are supported where.
|
||||
*
|
||||
* Documentation on most app-specific path types on WinRT can be found on
|
||||
* MSDN, at the URL:
|
||||
*
|
||||
* https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
|
||||
*
|
||||
* \param pathType the type of path to retrieve, one of SDL_WinRT_Path
|
||||
* \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if
|
||||
* the path is not available for any reason; call SDL_GetError() for
|
||||
* more information.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.3.
|
||||
*
|
||||
* \sa SDL_WinRTGetFSPathUTF8
|
||||
*/
|
||||
extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
|
||||
|
||||
/**
|
||||
* Retrieve a WinRT defined path on the local file system.
|
||||
*
|
||||
* Not all paths are available on all versions of Windows. This is especially
|
||||
* true on Windows Phone. Check the documentation for the given SDL_WinRT_Path
|
||||
* for more information on which path types are supported where.
|
||||
*
|
||||
* Documentation on most app-specific path types on WinRT can be found on
|
||||
* MSDN, at the URL:
|
||||
*
|
||||
* https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
|
||||
*
|
||||
* \param pathType the type of path to retrieve, one of SDL_WinRT_Path
|
||||
* \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if
|
||||
* the path is not available for any reason; call SDL_GetError() for
|
||||
* more information.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.3.
|
||||
*
|
||||
* \sa SDL_WinRTGetFSPathUNICODE
|
||||
*/
|
||||
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
|
||||
|
||||
/**
|
||||
* Detects the device family of WinRT platform at runtime.
|
||||
*
|
||||
* \returns a value from the SDL_WinRT_DeviceFamily enum.
|
||||
*
|
||||
* \since This function is available since SDL 2.0.8.
|
||||
*/
|
||||
extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
|
||||
|
||||
#endif /* __WINRT__ */
|
||||
|
||||
/**
|
||||
* Query if the current device is a tablet.
|
||||
*
|
||||
|
|
|
@ -55,10 +55,6 @@ struct SDL_SysWMinfo;
|
|||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#if defined(SDL_VIDEO_DRIVER_WINRT)
|
||||
#include <Inspectable.h>
|
||||
#endif
|
||||
|
||||
/* This is the structure for custom window manager events */
|
||||
#if defined(SDL_VIDEO_DRIVER_X11)
|
||||
#if defined(__APPLE__) && defined(__MACH__)
|
||||
|
@ -132,7 +128,6 @@ typedef enum
|
|||
SDL_SYSWM_COCOA,
|
||||
SDL_SYSWM_UIKIT,
|
||||
SDL_SYSWM_WAYLAND,
|
||||
SDL_SYSWM_WINRT,
|
||||
SDL_SYSWM_ANDROID,
|
||||
SDL_SYSWM_VIVANTE,
|
||||
SDL_SYSWM_HAIKU,
|
||||
|
@ -211,12 +206,6 @@ struct SDL_SysWMinfo
|
|||
HINSTANCE hinstance; /**< The instance handle */
|
||||
} win;
|
||||
#endif
|
||||
#if defined(SDL_VIDEO_DRIVER_WINRT)
|
||||
struct
|
||||
{
|
||||
IInspectable * window; /**< The WinRT CoreWindow */
|
||||
} winrt;
|
||||
#endif
|
||||
#if defined(SDL_VIDEO_DRIVER_X11)
|
||||
struct
|
||||
{
|
||||
|
|
|
@ -51,7 +51,7 @@
|
|||
|
||||
/* Some compilers use a special export keyword */
|
||||
#ifndef DECLSPEC
|
||||
# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) || defined(__GDK__)
|
||||
# if defined(__WIN32__) || defined(__CYGWIN__) || defined(__GDK__)
|
||||
# ifdef DLL_EXPORT
|
||||
# define DECLSPEC __declspec(dllexport)
|
||||
# else
|
||||
|
@ -68,7 +68,7 @@
|
|||
|
||||
/* By default SDL uses the C calling convention */
|
||||
#ifndef SDLCALL
|
||||
#if (defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)) && !defined(__GNUC__)
|
||||
#if (defined(__WIN32__) || defined(__GDK__)) && !defined(__GNUC__)
|
||||
#define SDLCALL __cdecl
|
||||
#else
|
||||
#define SDLCALL
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
#include "core/windows/SDL_windows.h"
|
||||
#elif !defined(__WINRT__)
|
||||
#else
|
||||
#include <unistd.h> /* _exit(), etc. */
|
||||
#endif
|
||||
|
||||
|
@ -575,8 +575,6 @@ SDL_GetPlatform(void)
|
|||
return "Solaris";
|
||||
#elif __WIN32__
|
||||
return "Windows";
|
||||
#elif __WINRT__
|
||||
return "WinRT";
|
||||
#elif __WINGDK__
|
||||
return "WinGDK";
|
||||
#elif __XBOXONE__
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
*/
|
||||
#include "./SDL_internal.h"
|
||||
|
||||
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
#include "core/windows/SDL_windows.h"
|
||||
#endif
|
||||
|
||||
|
@ -366,7 +366,7 @@ SDL_LogMessageV(int category, SDL_LogPriority priority, const char *fmt, va_list
|
|||
}
|
||||
}
|
||||
|
||||
#if defined(__WIN32__) && !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__)
|
||||
#if defined(__WIN32__) && !defined(HAVE_STDIO_H) && !defined(__GDK__)
|
||||
/* Flag tracking the attachment of the console: 0=unattached, 1=attached to a console, 2=attached to a file, -1=error */
|
||||
static int consoleAttached = 0;
|
||||
|
||||
|
@ -378,7 +378,7 @@ static void SDLCALL
|
|||
SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
|
||||
const char *message)
|
||||
{
|
||||
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
/* Way too many allocations here, urgh */
|
||||
/* Note: One can't call SDL_SetError here, since that function itself logs. */
|
||||
{
|
||||
|
@ -387,7 +387,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
|
|||
LPTSTR tstr;
|
||||
SDL_bool isstack;
|
||||
|
||||
#if !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__)
|
||||
#if !defined(HAVE_STDIO_H) && !defined(__GDK__)
|
||||
BOOL attachResult;
|
||||
DWORD attachError;
|
||||
DWORD charsWritten;
|
||||
|
@ -426,7 +426,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif /* !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__) */
|
||||
#endif /* !defined(HAVE_STDIO_H) && !defined(__GDK__) */
|
||||
|
||||
length = SDL_strlen(SDL_priority_prefixes[priority]) + 2 + SDL_strlen(message) + 1 + 1 + 1;
|
||||
output = SDL_small_alloc(char, length, &isstack);
|
||||
|
@ -436,7 +436,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
|
|||
/* Output to debugger */
|
||||
OutputDebugString(tstr);
|
||||
|
||||
#if !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__)
|
||||
#if !defined(HAVE_STDIO_H) && !defined(__GDK__)
|
||||
/* Screen output to stderr, if console was attached. */
|
||||
if (consoleAttached == 1) {
|
||||
if (!WriteConsole(stderrHandle, tstr, (DWORD) SDL_tcslen(tstr), &charsWritten, NULL)) {
|
||||
|
@ -451,7 +451,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
|
|||
OutputDebugString(TEXT("Error calling WriteFile\r\n"));
|
||||
}
|
||||
}
|
||||
#endif /* !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__) */
|
||||
#endif /* !defined(HAVE_STDIO_H) && !defined(__GDK__) */
|
||||
|
||||
SDL_free(tstr);
|
||||
SDL_small_free(output, isstack);
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
*/
|
||||
#include "../SDL_internal.h"
|
||||
|
||||
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
#include "../core/windows/SDL_windows.h"
|
||||
#endif
|
||||
|
||||
|
|
|
@ -419,7 +419,7 @@ WASAPI_PrepDevice(_THIS, const SDL_bool updatestream)
|
|||
|
||||
SDL_assert(client != NULL);
|
||||
|
||||
#if defined(__WINRT__) || defined(__GDK__) /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */
|
||||
#if defined(__GDK__) /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */
|
||||
this->hidden->event = CreateEventEx(NULL, NULL, 0, EVENT_ALL_ACCESS);
|
||||
#else
|
||||
this->hidden->event = CreateEventW(NULL, 0, 0, NULL);
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
The code in SDL_wasapi.c is used by both standard Windows and WinRT builds
|
||||
to deal with audio and calls into these functions. */
|
||||
|
||||
#if SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__)
|
||||
#if SDL_AUDIO_DRIVER_WASAPI
|
||||
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
#include "../../core/windows/SDL_immdevice.h"
|
||||
|
@ -156,7 +156,7 @@ WASAPI_PlatformDeleteActivationHandler(void *handler)
|
|||
SDL_assert(!"This function should have only been called on WinRT.");
|
||||
}
|
||||
|
||||
#endif /* SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__) */
|
||||
#endif /* SDL_AUDIO_DRIVER_WASAPI */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
||||
|
|
|
@ -1,447 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
// This is C++/CX code that the WinRT port uses to talk to WASAPI-related
|
||||
// system APIs. The C implementation of these functions, for non-WinRT apps,
|
||||
// is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
|
||||
// Windows and WinRT builds to deal with audio and calls into these functions.
|
||||
|
||||
#if SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
|
||||
|
||||
#include <Windows.h>
|
||||
#include <windows.ui.core.h>
|
||||
#include <windows.devices.enumeration.h>
|
||||
#include <windows.media.devices.h>
|
||||
#include <wrl/implements.h>
|
||||
#include <collection.h>
|
||||
|
||||
extern "C" {
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
#include "SDL_audio.h"
|
||||
#include "SDL_timer.h"
|
||||
#include "../SDL_audio_c.h"
|
||||
#include "../SDL_sysaudio.h"
|
||||
}
|
||||
|
||||
#define COBJMACROS
|
||||
#include <mmdeviceapi.h>
|
||||
#include <audioclient.h>
|
||||
|
||||
#include "SDL_wasapi.h"
|
||||
|
||||
using namespace Windows::Devices::Enumeration;
|
||||
using namespace Windows::Media::Devices;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Microsoft::WRL;
|
||||
|
||||
static Platform::String^ SDL_PKEY_AudioEngine_DeviceFormat = L"{f19f064d-082c-4e27-bc73-6882a1bb8e4c} 0";
|
||||
|
||||
static void WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, WAVEFORMATEXTENSIBLE *fmt, LPCWSTR devid);
|
||||
static void WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid);
|
||||
extern "C" {
|
||||
SDL_atomic_t SDL_IMMDevice_DefaultPlaybackGeneration;
|
||||
SDL_atomic_t SDL_IMMDevice_DefaultCaptureGeneration;
|
||||
}
|
||||
|
||||
/* This is a list of device id strings we have inflight, so we have consistent pointers to the same device. */
|
||||
typedef struct DevIdList
|
||||
{
|
||||
WCHAR *str;
|
||||
struct DevIdList *next;
|
||||
} DevIdList;
|
||||
|
||||
static DevIdList *deviceid_list = NULL;
|
||||
|
||||
class SDL_WasapiDeviceEventHandler
|
||||
{
|
||||
public:
|
||||
SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
|
||||
~SDL_WasapiDeviceEventHandler();
|
||||
void OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ args);
|
||||
void OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
|
||||
void OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
|
||||
void OnEnumerationCompleted(DeviceWatcher^ sender, Platform::Object^ args);
|
||||
void OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args);
|
||||
void OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args);
|
||||
SDL_semaphore* completed;
|
||||
|
||||
private:
|
||||
const SDL_bool iscapture;
|
||||
DeviceWatcher^ watcher;
|
||||
Windows::Foundation::EventRegistrationToken added_handler;
|
||||
Windows::Foundation::EventRegistrationToken removed_handler;
|
||||
Windows::Foundation::EventRegistrationToken updated_handler;
|
||||
Windows::Foundation::EventRegistrationToken completed_handler;
|
||||
Windows::Foundation::EventRegistrationToken default_changed_handler;
|
||||
};
|
||||
|
||||
SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
|
||||
: iscapture(_iscapture)
|
||||
, completed(SDL_CreateSemaphore(0))
|
||||
{
|
||||
if (!completed)
|
||||
return; // uhoh.
|
||||
|
||||
Platform::String^ selector = _iscapture ? MediaDevice::GetAudioCaptureSelector() :
|
||||
MediaDevice::GetAudioRenderSelector();
|
||||
Platform::Collections::Vector<Platform::String^> properties;
|
||||
properties.Append(SDL_PKEY_AudioEngine_DeviceFormat);
|
||||
watcher = DeviceInformation::CreateWatcher(selector, properties.GetView());
|
||||
if (!watcher)
|
||||
return; // uhoh.
|
||||
|
||||
// !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
|
||||
added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher^, DeviceInformation^>([this](DeviceWatcher^ sender, DeviceInformation^ args) { OnDeviceAdded(sender, args); } );
|
||||
removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceRemoved(sender, args); } );
|
||||
updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceUpdated(sender, args); } );
|
||||
completed_handler = watcher->EnumerationCompleted += ref new TypedEventHandler<DeviceWatcher^, Platform::Object^>([this](DeviceWatcher^ sender, Platform::Object^ args) { OnEnumerationCompleted(sender, args); } );
|
||||
if (iscapture) {
|
||||
default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioCaptureDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args) { OnDefaultCaptureDeviceChanged(sender, args); } );
|
||||
} else {
|
||||
default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioRenderDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args) { OnDefaultRenderDeviceChanged(sender, args); } );
|
||||
}
|
||||
watcher->Start();
|
||||
}
|
||||
|
||||
SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
|
||||
{
|
||||
if (watcher) {
|
||||
watcher->Added -= added_handler;
|
||||
watcher->Removed -= removed_handler;
|
||||
watcher->Updated -= updated_handler;
|
||||
watcher->EnumerationCompleted -= completed_handler;
|
||||
watcher->Stop();
|
||||
watcher = nullptr;
|
||||
}
|
||||
if (completed) {
|
||||
SDL_DestroySemaphore(completed);
|
||||
completed = nullptr;
|
||||
}
|
||||
|
||||
if (iscapture) {
|
||||
MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
|
||||
} else {
|
||||
MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ info)
|
||||
{
|
||||
SDL_assert(sender == this->watcher);
|
||||
char *utf8dev = WIN_StringToUTF8(info->Name->Data());
|
||||
if (utf8dev) {
|
||||
WAVEFORMATEXTENSIBLE fmt;
|
||||
Platform::Object^ obj = info->Properties->Lookup(SDL_PKEY_AudioEngine_DeviceFormat);
|
||||
if (obj) {
|
||||
IPropertyValue^ property = (IPropertyValue^) obj;
|
||||
Platform::Array<unsigned char>^ data;
|
||||
property->GetUInt8Array(&data);
|
||||
SDL_memcpy(&fmt, data->Data, SDL_min(data->Length, sizeof(WAVEFORMATEXTENSIBLE)));
|
||||
} else {
|
||||
SDL_zero(fmt);
|
||||
}
|
||||
|
||||
WASAPI_AddDevice(this->iscapture, utf8dev, &fmt, info->Id->Data());
|
||||
SDL_free(utf8dev);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ info)
|
||||
{
|
||||
SDL_assert(sender == this->watcher);
|
||||
WASAPI_RemoveDevice(this->iscapture, info->Id->Data());
|
||||
}
|
||||
|
||||
void
|
||||
SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args)
|
||||
{
|
||||
SDL_assert(sender == this->watcher);
|
||||
}
|
||||
|
||||
void
|
||||
SDL_WasapiDeviceEventHandler::OnEnumerationCompleted(DeviceWatcher^ sender, Platform::Object^ args)
|
||||
{
|
||||
SDL_assert(sender == this->watcher);
|
||||
SDL_SemPost(this->completed);
|
||||
}
|
||||
|
||||
void
|
||||
SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args)
|
||||
{
|
||||
SDL_assert(this->iscapture);
|
||||
SDL_AtomicAdd(&SDL_IMMDevice_DefaultPlaybackGeneration, 1);
|
||||
}
|
||||
|
||||
void
|
||||
SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args)
|
||||
{
|
||||
SDL_assert(!this->iscapture);
|
||||
SDL_AtomicAdd(&SDL_IMMDevice_DefaultCaptureGeneration, 1);
|
||||
}
|
||||
|
||||
|
||||
static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
|
||||
static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
|
||||
|
||||
int WASAPI_PlatformInit(void)
|
||||
{
|
||||
SDL_AtomicSet(&SDL_IMMDevice_DefaultPlaybackGeneration, 1);
|
||||
SDL_AtomicSet(&SDL_IMMDevice_DefaultCaptureGeneration, 1);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void WASAPI_PlatformDeinit(void)
|
||||
{
|
||||
DevIdList *devidlist;
|
||||
DevIdList *next;
|
||||
|
||||
delete playback_device_event_handler;
|
||||
playback_device_event_handler = nullptr;
|
||||
delete capture_device_event_handler;
|
||||
capture_device_event_handler = nullptr;
|
||||
|
||||
for (devidlist = deviceid_list; devidlist; devidlist = next) {
|
||||
next = devidlist->next;
|
||||
SDL_free(devidlist->str);
|
||||
SDL_free(devidlist);
|
||||
}
|
||||
deviceid_list = NULL;
|
||||
}
|
||||
|
||||
void WASAPI_EnumerateEndpoints(void)
|
||||
{
|
||||
// DeviceWatchers will fire an Added event for each existing device at
|
||||
// startup, so we don't need to enumerate them separately before
|
||||
// listening for updates.
|
||||
playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
|
||||
capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
|
||||
SDL_SemWait(playback_device_event_handler->completed);
|
||||
SDL_SemWait(capture_device_event_handler->completed);
|
||||
}
|
||||
|
||||
struct SDL_WasapiActivationHandler : public RuntimeClass< RuntimeClassFlags< ClassicCom >, FtmBase, IActivateAudioInterfaceCompletionHandler >
|
||||
{
|
||||
SDL_WasapiActivationHandler() : device(nullptr) {}
|
||||
STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
|
||||
SDL_AudioDevice *device;
|
||||
};
|
||||
|
||||
HRESULT
|
||||
SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
|
||||
{
|
||||
// Just set a flag, since we're probably in a different thread. We'll pick it up and init everything on our own thread to prevent races.
|
||||
SDL_AtomicSet(&device->hidden->just_activated, 1);
|
||||
WASAPI_UnrefDevice(device);
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void
|
||||
WASAPI_PlatformDeleteActivationHandler(void *handler)
|
||||
{
|
||||
((SDL_WasapiActivationHandler *) handler)->Release();
|
||||
}
|
||||
|
||||
int
|
||||
WASAPI_GetDefaultAudioInfo(char **name, SDL_AudioSpec *spec, int iscapture)
|
||||
{
|
||||
return SDL_Unsupported();
|
||||
}
|
||||
|
||||
int
|
||||
WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
|
||||
{
|
||||
LPCWSTR devid = _this->hidden->devid;
|
||||
Platform::String^ defdevid;
|
||||
|
||||
if (devid == nullptr) {
|
||||
defdevid = _this->iscapture ? MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default) : MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
|
||||
if (defdevid) {
|
||||
devid = defdevid->Data();
|
||||
}
|
||||
}
|
||||
|
||||
SDL_AtomicSet(&_this->hidden->just_activated, 0);
|
||||
|
||||
ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
|
||||
if (handler == nullptr) {
|
||||
return SDL_SetError("Failed to allocate WASAPI activation handler");
|
||||
}
|
||||
|
||||
handler.Get()->AddRef(); // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
|
||||
handler.Get()->device = _this;
|
||||
_this->hidden->activation_handler = handler.Get();
|
||||
|
||||
WASAPI_RefDevice(_this); /* completion handler will unref it. */
|
||||
IActivateAudioInterfaceAsyncOperation *async = nullptr;
|
||||
const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
|
||||
|
||||
if (FAILED(ret) || async == nullptr) {
|
||||
if (async != nullptr) {
|
||||
async->Release();
|
||||
}
|
||||
handler.Get()->Release();
|
||||
WASAPI_UnrefDevice(_this);
|
||||
return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
|
||||
}
|
||||
|
||||
/* Spin until the async operation is complete.
|
||||
* If we don't PrepDevice before leaving this function, the bug list gets LONG:
|
||||
* - device.spec is not filled with the correct information
|
||||
* - The 'obtained' spec will be wrong for ALLOW_CHANGE properties
|
||||
* - SDL_AudioStreams will/will not be allocated at the right time
|
||||
* - SDL_assert(device->callbackspec.size == device->spec.size) will fail
|
||||
* - When the assert is ignored, skipping or a buffer overflow will occur
|
||||
*/
|
||||
while (!SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
|
||||
SDL_Delay(1);
|
||||
}
|
||||
|
||||
HRESULT activateRes = S_OK;
|
||||
IUnknown *iunknown = nullptr;
|
||||
const HRESULT getActivateRes = async->GetActivateResult(&activateRes, &iunknown);
|
||||
async->Release();
|
||||
if (FAILED(getActivateRes)) {
|
||||
return WIN_SetErrorFromHRESULT("Failed to get WASAPI activate result", getActivateRes);
|
||||
} else if (FAILED(activateRes)) {
|
||||
return WIN_SetErrorFromHRESULT("Failed to activate WASAPI device", activateRes);
|
||||
}
|
||||
|
||||
iunknown->QueryInterface(IID_PPV_ARGS(&_this->hidden->client));
|
||||
if (!_this->hidden->client) {
|
||||
return SDL_SetError("Failed to query WASAPI client interface");
|
||||
}
|
||||
|
||||
if (WASAPI_PrepDevice(_this, isrecovery) == -1) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
WASAPI_PlatformThreadInit(_THIS)
|
||||
{
|
||||
// !!! FIXME: set this thread to "Pro Audio" priority.
|
||||
}
|
||||
|
||||
void
|
||||
WASAPI_PlatformThreadDeinit(_THIS)
|
||||
{
|
||||
// !!! FIXME: set this thread to "Pro Audio" priority.
|
||||
}
|
||||
|
||||
/* Everything below was copied from SDL_wasapi.c, before it got moved to SDL_immdevice.c! */
|
||||
|
||||
static const GUID SDL_KSDATAFORMAT_SUBTYPE_PCM = { 0x00000001, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
|
||||
static const GUID SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT = { 0x00000003, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
|
||||
|
||||
extern "C" SDL_AudioFormat
|
||||
WaveFormatToSDLFormat(WAVEFORMATEX *waveformat)
|
||||
{
|
||||
if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) {
|
||||
return AUDIO_F32SYS;
|
||||
} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 16)) {
|
||||
return AUDIO_S16SYS;
|
||||
} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 32)) {
|
||||
return AUDIO_S32SYS;
|
||||
} else if (waveformat->wFormatTag == WAVE_FORMAT_EXTENSIBLE) {
|
||||
const WAVEFORMATEXTENSIBLE *ext = (const WAVEFORMATEXTENSIBLE *)waveformat;
|
||||
if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
|
||||
return AUDIO_F32SYS;
|
||||
} else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 16)) {
|
||||
return AUDIO_S16SYS;
|
||||
} else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
|
||||
return AUDIO_S32SYS;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid)
|
||||
{
|
||||
DevIdList *i;
|
||||
DevIdList *next;
|
||||
DevIdList *prev = NULL;
|
||||
for (i = deviceid_list; i; i = next) {
|
||||
next = i->next;
|
||||
if (SDL_wcscmp(i->str, devid) == 0) {
|
||||
if (prev) {
|
||||
prev->next = next;
|
||||
}
|
||||
else {
|
||||
deviceid_list = next;
|
||||
}
|
||||
SDL_RemoveAudioDevice(iscapture, i->str);
|
||||
SDL_free(i->str);
|
||||
SDL_free(i);
|
||||
} else {
|
||||
prev = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, WAVEFORMATEXTENSIBLE *fmt, LPCWSTR devid)
|
||||
{
|
||||
DevIdList *devidlist;
|
||||
SDL_AudioSpec spec;
|
||||
|
||||
/* You can have multiple endpoints on a device that are mutually exclusive ("Speakers" vs "Line Out" or whatever).
|
||||
In a perfect world, things that are unplugged won't be in this collection. The only gotcha is probably for
|
||||
phones and tablets, where you might have an internal speaker and a headphone jack and expect both to be
|
||||
available and switch automatically. (!!! FIXME...?) */
|
||||
|
||||
/* see if we already have this one. */
|
||||
for (devidlist = deviceid_list; devidlist; devidlist = devidlist->next) {
|
||||
if (SDL_wcscmp(devidlist->str, devid) == 0) {
|
||||
return; /* we already have this. */
|
||||
}
|
||||
}
|
||||
|
||||
devidlist = (DevIdList *)SDL_malloc(sizeof(*devidlist));
|
||||
if (!devidlist) {
|
||||
return; /* oh well. */
|
||||
}
|
||||
|
||||
devid = SDL_wcsdup(devid);
|
||||
if (!devid) {
|
||||
SDL_free(devidlist);
|
||||
return; /* oh well. */
|
||||
}
|
||||
|
||||
devidlist->str = (WCHAR *)devid;
|
||||
devidlist->next = deviceid_list;
|
||||
deviceid_list = devidlist;
|
||||
|
||||
SDL_zero(spec);
|
||||
spec.channels = (Uint8)fmt->Format.nChannels;
|
||||
spec.freq = fmt->Format.nSamplesPerSec;
|
||||
spec.format = WaveFormatToSDLFormat((WAVEFORMATEX *)fmt);
|
||||
SDL_AddAudioDevice(iscapture, devname, &spec, (void *)devid);
|
||||
}
|
||||
|
||||
#endif // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -20,8 +20,6 @@
|
|||
*/
|
||||
#include "../../SDL_internal.h"
|
||||
|
||||
#ifndef __WINRT__
|
||||
|
||||
#include "SDL_hid.h"
|
||||
|
||||
|
||||
|
@ -85,6 +83,4 @@ WIN_UnloadHIDDLL(void)
|
|||
}
|
||||
}
|
||||
|
||||
#endif /* !__WINRT__ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
|
@ -25,8 +25,6 @@
|
|||
|
||||
#include "SDL_windows.h"
|
||||
|
||||
#ifndef __WINRT__
|
||||
|
||||
typedef LONG NTSTATUS;
|
||||
typedef USHORT USAGE;
|
||||
typedef struct _HIDP_PREPARSED_DATA *PHIDP_PREPARSED_DATA;
|
||||
|
@ -197,8 +195,6 @@ extern HidP_GetValueCaps_t SDL_HidP_GetValueCaps;
|
|||
extern HidP_MaxDataListLength_t SDL_HidP_MaxDataListLength;
|
||||
extern HidP_GetData_t SDL_HidP_GetData;
|
||||
|
||||
#endif /* !__WINRT__ */
|
||||
|
||||
#endif /* SDL_hid_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
|
@ -20,7 +20,7 @@
|
|||
*/
|
||||
#include "../../SDL_internal.h"
|
||||
|
||||
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
|
||||
#include "SDL_windows.h"
|
||||
#include "SDL_error.h"
|
||||
|
@ -89,14 +89,7 @@ WIN_CoInitialize(void)
|
|||
|
||||
If you need multi-threaded mode, call CoInitializeEx() before SDL_Init()
|
||||
*/
|
||||
#ifdef __WINRT__
|
||||
/* DLudwig: On WinRT, it is assumed that COM was initialized in main().
|
||||
CoInitializeEx is available (not CoInitialize though), however
|
||||
on WinRT, main() is typically declared with the [MTAThread]
|
||||
attribute, which, AFAIK, should initialize COM.
|
||||
*/
|
||||
return S_OK;
|
||||
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
/* On Xbox, there's no need to call CoInitializeEx (and it's not implemented) */
|
||||
return S_OK;
|
||||
#else
|
||||
|
@ -118,12 +111,9 @@ WIN_CoInitialize(void)
|
|||
void
|
||||
WIN_CoUninitialize(void)
|
||||
{
|
||||
#ifndef __WINRT__
|
||||
CoUninitialize();
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifndef __WINRT__
|
||||
void *
|
||||
WIN_LoadComBaseFunction(const char *name)
|
||||
{
|
||||
|
@ -140,14 +130,10 @@ WIN_LoadComBaseFunction(const char *name)
|
|||
return NULL;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
HRESULT
|
||||
WIN_RoInitialize(void)
|
||||
{
|
||||
#ifdef __WINRT__
|
||||
return S_OK;
|
||||
#else
|
||||
typedef HRESULT (WINAPI *RoInitialize_t)(RO_INIT_TYPE initType);
|
||||
RoInitialize_t RoInitializeFunc = (RoInitialize_t)WIN_LoadComBaseFunction("RoInitialize");
|
||||
if (RoInitializeFunc) {
|
||||
|
@ -167,22 +153,19 @@ WIN_RoInitialize(void)
|
|||
} else {
|
||||
return E_NOINTERFACE;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
WIN_RoUninitialize(void)
|
||||
{
|
||||
#ifndef __WINRT__
|
||||
typedef void (WINAPI *RoUninitialize_t)(void);
|
||||
RoUninitialize_t RoUninitializeFunc = (RoUninitialize_t)WIN_LoadComBaseFunction("RoUninitialize");
|
||||
if (RoUninitializeFunc) {
|
||||
RoUninitializeFunc();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
static BOOL
|
||||
IsWindowsVersionOrGreater(WORD wMajorVersion, WORD wMinorVersion, WORD wServicePackMajor)
|
||||
{
|
||||
|
@ -206,7 +189,7 @@ IsWindowsVersionOrGreater(WORD wMajorVersion, WORD wMinorVersion, WORD wServiceP
|
|||
|
||||
BOOL WIN_IsWindowsVistaOrGreater(void)
|
||||
{
|
||||
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
return TRUE;
|
||||
#else
|
||||
return IsWindowsVersionOrGreater(HIBYTE(_WIN32_WINNT_VISTA), LOBYTE(_WIN32_WINNT_VISTA), 0);
|
||||
|
@ -215,7 +198,7 @@ BOOL WIN_IsWindowsVistaOrGreater(void)
|
|||
|
||||
BOOL WIN_IsWindows7OrGreater(void)
|
||||
{
|
||||
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
return TRUE;
|
||||
#else
|
||||
return IsWindowsVersionOrGreater(HIBYTE(_WIN32_WINNT_WIN7), LOBYTE(_WIN32_WINNT_WIN7), 0);
|
||||
|
@ -224,7 +207,7 @@ BOOL WIN_IsWindows7OrGreater(void)
|
|||
|
||||
BOOL WIN_IsWindows8OrGreater(void)
|
||||
{
|
||||
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
return TRUE;
|
||||
#else
|
||||
return IsWindowsVersionOrGreater(HIBYTE(_WIN32_WINNT_WIN8), LOBYTE(_WIN32_WINNT_WIN8), 0);
|
||||
|
@ -255,8 +238,8 @@ WASAPI doesn't need this. This is just for DirectSound/WinMM.
|
|||
char *
|
||||
WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
|
||||
{
|
||||
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
return WIN_StringToUTF8(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
return WIN_StringToUTF8(name); /* No registry access on Xbox, go with what we've got. */
|
||||
#else
|
||||
static const GUID nullguid = { 0 };
|
||||
const unsigned char *ptr;
|
||||
|
@ -308,7 +291,7 @@ WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
|
|||
retval = WIN_StringToUTF8(strw);
|
||||
SDL_free(strw);
|
||||
return retval ? retval : WIN_StringToUTF8(name);
|
||||
#endif /* if __WINRT__ / else */
|
||||
#endif /**/
|
||||
}
|
||||
|
||||
BOOL
|
||||
|
@ -341,6 +324,6 @@ WIN_RectToRECT(const SDL_Rect *sdlrect, RECT *winrect)
|
|||
winrect->bottom = sdlrect->y + sdlrect->h - 1;
|
||||
}
|
||||
|
||||
#endif /* defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__) */
|
||||
#endif /* defined(__WIN32__) || defined(__GDK__) */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
|
@ -120,10 +120,8 @@ extern int WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr);
|
|||
/* Sets an error message based on GetLastError(). Always return -1. */
|
||||
extern int WIN_SetError(const char *prefix);
|
||||
|
||||
#if !defined(__WINRT__)
|
||||
/* Load a function from combase.dll */
|
||||
void *WIN_LoadComBaseFunction(const char *name);
|
||||
#endif
|
||||
|
||||
/* Wrap up the oddities of CoInitialize() into a common function. */
|
||||
extern HRESULT WIN_CoInitialize(void);
|
||||
|
|
|
@ -37,7 +37,7 @@ static HANDLE s_pXInputDLL = 0;
|
|||
static int s_XInputDLLRefCount = 0;
|
||||
|
||||
|
||||
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
|
||||
int
|
||||
WIN_LoadXInputDLL(void)
|
||||
|
@ -70,7 +70,7 @@ WIN_UnloadXInputDLL(void)
|
|||
{
|
||||
}
|
||||
|
||||
#else /* !(defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)) */
|
||||
#else /* !(defined(__XBOXONE__) || defined(__XBOXSERIES__)) */
|
||||
|
||||
int
|
||||
WIN_LoadXInputDLL(void)
|
||||
|
@ -138,7 +138,7 @@ WIN_UnloadXInputDLL(void)
|
|||
}
|
||||
}
|
||||
|
||||
#endif /* __WINRT__ */
|
||||
#endif /**/
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -1,67 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#include "SDL_main.h"
|
||||
#include "SDL_system.h"
|
||||
#include "SDL_winrtapp_direct3d.h"
|
||||
#include "SDL_winrtapp_xaml.h"
|
||||
|
||||
#include <wrl.h>
|
||||
|
||||
int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
|
||||
|
||||
extern "C" DECLSPEC int
|
||||
SDL_WinRTRunApp(SDL_main_func mainFunction, void * xamlBackgroundPanel)
|
||||
{
|
||||
if (xamlBackgroundPanel) {
|
||||
return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
|
||||
} else {
|
||||
if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
|
||||
return 1;
|
||||
}
|
||||
return SDL_WinRTInitNonXAMLApp(mainFunction);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
extern "C" DECLSPEC SDL_WinRT_DeviceFamily
|
||||
SDL_WinRTGetDeviceFamily()
|
||||
{
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10 /* !!! FIXME: I have no idea if this is the right test. This is a UWP API, I think. Older windows should...just return "mobile"? I don't know. --ryan. */
|
||||
Platform::String^ deviceFamily = Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily;
|
||||
|
||||
if (deviceFamily->Equals("Windows.Desktop"))
|
||||
{
|
||||
return SDL_WINRT_DEVICEFAMILY_DESKTOP;
|
||||
}
|
||||
else if (deviceFamily->Equals("Windows.Mobile"))
|
||||
{
|
||||
return SDL_WINRT_DEVICEFAMILY_MOBILE;
|
||||
}
|
||||
else if (deviceFamily->Equals("Windows.Xbox"))
|
||||
{
|
||||
return SDL_WINRT_DEVICEFAMILY_XBOX;
|
||||
}
|
||||
#endif
|
||||
|
||||
return SDL_WINRT_DEVICEFAMILY_UNKNOWN;
|
||||
}
|
|
@ -1,31 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#ifndef SDL_winrtapp_common_h_
|
||||
#define SDL_winrtapp_common_h_
|
||||
|
||||
/* A pointer to the app's C-style main() function (which is a different
|
||||
function than the WinRT app's actual entry point).
|
||||
*/
|
||||
extern int (*WINRT_SDLAppEntryPoint)(int, char **);
|
||||
|
||||
#endif // SDL_winrtapp_common_h_
|
|
@ -1,797 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
/* Standard C++11 includes */
|
||||
#include <functional>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
using namespace std;
|
||||
|
||||
|
||||
/* Windows includes */
|
||||
#include "ppltasks.h"
|
||||
using namespace concurrency;
|
||||
using namespace Windows::ApplicationModel;
|
||||
using namespace Windows::ApplicationModel::Core;
|
||||
using namespace Windows::ApplicationModel::Activation;
|
||||
using namespace Windows::Devices::Input;
|
||||
using namespace Windows::Graphics::Display;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::System;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::Input;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
using namespace Windows::Phone::UI::Input;
|
||||
#endif
|
||||
|
||||
|
||||
/* SDL includes */
|
||||
extern "C" {
|
||||
#include "SDL_events.h"
|
||||
#include "SDL_hints.h"
|
||||
#include "SDL_main.h"
|
||||
#include "SDL_stdinc.h"
|
||||
#include "SDL_render.h"
|
||||
#include "../../video/SDL_sysvideo.h"
|
||||
//#include "../../SDL_hints_c.h"
|
||||
#include "../../events/SDL_events_c.h"
|
||||
#include "../../events/SDL_keyboard_c.h"
|
||||
#include "../../events/SDL_mouse_c.h"
|
||||
#include "../../events/SDL_windowevents_c.h"
|
||||
#include "../../render/SDL_sysrender.h"
|
||||
#include "../windows/SDL_windows.h"
|
||||
}
|
||||
|
||||
#include "../../video/winrt/SDL_winrtevents_c.h"
|
||||
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_winrtapp_common.h"
|
||||
#include "SDL_winrtapp_direct3d.h"
|
||||
|
||||
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
||||
/* Calling IDXGIDevice3::Trim on the active Direct3D 11.x device is necessary
|
||||
* when Windows 8.1 apps are about to get suspended.
|
||||
*/
|
||||
extern "C" void D3D11_Trim(SDL_Renderer *);
|
||||
#endif
|
||||
|
||||
|
||||
// Compile-time debugging options:
|
||||
// To enable, uncomment; to disable, comment them out.
|
||||
//#define LOG_POINTER_EVENTS 1
|
||||
//#define LOG_WINDOW_EVENTS 1
|
||||
//#define LOG_ORIENTATION_EVENTS 1
|
||||
|
||||
|
||||
// HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
|
||||
// SDL/WinRT will use this throughout its code.
|
||||
//
|
||||
// TODO, WinRT: consider replacing SDL_WinRTGlobalApp with something
|
||||
// non-global, such as something created inside
|
||||
// SDL_InitSubSystem(SDL_INIT_VIDEO), or something inside
|
||||
// SDL_CreateWindow().
|
||||
SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr;
|
||||
|
||||
ref class SDLApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
|
||||
{
|
||||
public:
|
||||
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
|
||||
};
|
||||
|
||||
IFrameworkView^ SDLApplicationSource::CreateView()
|
||||
{
|
||||
// TODO, WinRT: see if this function (CreateView) can ever get called
|
||||
// more than once. For now, just prevent it from ever assigning
|
||||
// SDL_WinRTGlobalApp more than once.
|
||||
SDL_assert(!SDL_WinRTGlobalApp);
|
||||
SDL_WinRTApp ^ app = ref new SDL_WinRTApp();
|
||||
if (!SDL_WinRTGlobalApp)
|
||||
{
|
||||
SDL_WinRTGlobalApp = app;
|
||||
}
|
||||
return app;
|
||||
}
|
||||
|
||||
int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
|
||||
{
|
||||
WINRT_SDLAppEntryPoint = mainFunction;
|
||||
auto direct3DApplicationSource = ref new SDLApplicationSource();
|
||||
CoreApplication::Run(direct3DApplicationSource);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_ProcessWindowSizeChange() // TODO: Pass an SDL_Window-identifying thing into WINRT_ProcessWindowSizeChange()
|
||||
{
|
||||
CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread();
|
||||
if (coreWindow) {
|
||||
if (WINRT_GlobalSDLWindow) {
|
||||
SDL_Window * window = WINRT_GlobalSDLWindow;
|
||||
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
||||
|
||||
int x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
|
||||
int y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
|
||||
int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
|
||||
/* WinPhone 8.0 always keeps its native window size in portrait,
|
||||
regardless of orientation. This changes in WinPhone 8.1,
|
||||
in which the native window's size changes along with
|
||||
orientation.
|
||||
|
||||
Attempt to emulate WinPhone 8.1's behavior on WinPhone 8.0, with
|
||||
regards to window size. This fixes a rendering bug that occurs
|
||||
when a WinPhone 8.0 app is rotated to either 90 or 270 degrees.
|
||||
*/
|
||||
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
|
||||
switch (currentOrientation) {
|
||||
case DisplayOrientations::Landscape:
|
||||
case DisplayOrientations::LandscapeFlipped: {
|
||||
int tmp = w;
|
||||
w = h;
|
||||
h = tmp;
|
||||
} break;
|
||||
}
|
||||
#endif
|
||||
|
||||
const Uint32 latestFlags = WINRT_DetectWindowFlags(window);
|
||||
if (latestFlags & SDL_WINDOW_MAXIMIZED) {
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
|
||||
} else {
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESTORED, 0, 0);
|
||||
}
|
||||
|
||||
WINRT_UpdateWindowFlags(window, SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
|
||||
/* The window can move during a resize event, such as when maximizing
|
||||
or resizing from a corner */
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SDL_WinRTApp::SDL_WinRTApp() :
|
||||
m_windowClosed(false),
|
||||
m_windowVisible(true)
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
|
||||
{
|
||||
applicationView->Activated +=
|
||||
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnAppActivated);
|
||||
|
||||
CoreApplication::Suspending +=
|
||||
ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
|
||||
|
||||
CoreApplication::Resuming +=
|
||||
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
|
||||
|
||||
CoreApplication::Exiting +=
|
||||
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
/* HACK ALERT! Xbox One doesn't seem to detect gamepads unless something
|
||||
gets registered to receive Win10's Windows.Gaming.Input.Gamepad.GamepadAdded
|
||||
events. We'll register an event handler for these events here, to make
|
||||
sure that gamepad detection works later on, if requested.
|
||||
*/
|
||||
Windows::Gaming::Input::Gamepad::GamepadAdded +=
|
||||
ref new Windows::Foundation::EventHandler<Windows::Gaming::Input::Gamepad^>(
|
||||
this, &SDL_WinRTApp::OnGamepadAdded
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
void SDL_WinRTApp::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
|
||||
#else
|
||||
void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
|
||||
#endif
|
||||
{
|
||||
#if LOG_ORIENTATION_EVENTS==1
|
||||
{
|
||||
CoreWindow^ window = CoreWindow::GetForCurrentThread();
|
||||
if (window) {
|
||||
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Bounds={%f,%f,%f,%f}\n",
|
||||
__FUNCTION__,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
||||
window->Bounds.X,
|
||||
window->Bounds.Y,
|
||||
window->Bounds.Width,
|
||||
window->Bounds.Height);
|
||||
} else {
|
||||
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
|
||||
__FUNCTION__,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
WINRT_ProcessWindowSizeChange();
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
// HACK: Make sure that orientation changes
|
||||
// lead to the Direct3D renderer's viewport getting updated:
|
||||
//
|
||||
// For some reason, this doesn't seem to need to be done on Windows 8.x,
|
||||
// even when going from Landscape to LandscapeFlipped. It only seems to
|
||||
// be needed on Windows Phone, at least when I tested on my devices.
|
||||
// I'm not currently sure why this is, but it seems to work fine. -- David L.
|
||||
//
|
||||
// TODO, WinRT: do more extensive research into why orientation changes on Win 8.x don't need D3D changes, or if they might, in some cases
|
||||
SDL_Window * window = WINRT_GlobalSDLWindow;
|
||||
if (window) {
|
||||
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
|
||||
int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SIZE_CHANGED, w, h);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::SetWindow(CoreWindow^ window)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window bounds={%f, %f, %f,%f}\n",
|
||||
__FUNCTION__,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
||||
window->Bounds.X,
|
||||
window->Bounds.Y,
|
||||
window->Bounds.Width,
|
||||
window->Bounds.Height);
|
||||
#endif
|
||||
|
||||
window->SizeChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
|
||||
|
||||
window->VisibilityChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
|
||||
|
||||
window->Activated +=
|
||||
ref new TypedEventHandler<CoreWindow^, WindowActivatedEventArgs^>(this, &SDL_WinRTApp::OnWindowActivated);
|
||||
|
||||
window->Closed +=
|
||||
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
|
||||
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
|
||||
#endif
|
||||
|
||||
window->PointerPressed +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
|
||||
|
||||
window->PointerMoved +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
|
||||
|
||||
window->PointerReleased +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
|
||||
|
||||
window->PointerEntered +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerEntered);
|
||||
|
||||
window->PointerExited +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerExited);
|
||||
|
||||
window->PointerWheelChanged +=
|
||||
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
|
||||
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
// Retrieves relative-only mouse movements:
|
||||
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved +=
|
||||
ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &SDL_WinRTApp::OnMouseMoved);
|
||||
#endif
|
||||
|
||||
window->KeyDown +=
|
||||
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
|
||||
|
||||
window->KeyUp +=
|
||||
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
|
||||
|
||||
window->CharacterReceived +=
|
||||
ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->BackRequested +=
|
||||
ref new EventHandler<BackRequestedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
|
||||
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
HardwareButtons::BackPressed +=
|
||||
ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
|
||||
#endif
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
DisplayInformation::GetForCurrentView()->OrientationChanged +=
|
||||
ref new TypedEventHandler<Windows::Graphics::Display::DisplayInformation^, Object^>(this, &SDL_WinRTApp::OnOrientationChanged);
|
||||
#else
|
||||
DisplayProperties::OrientationChanged +=
|
||||
ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
|
||||
#endif
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // for Windows 8/8.1/RT apps... (and not Phone apps)
|
||||
// Make sure we know when a user has opened the app's settings pane.
|
||||
// This is needed in order to display a privacy policy, which needs
|
||||
// to be done for network-enabled apps, as per Windows Store requirements.
|
||||
using namespace Windows::UI::ApplicationSettings;
|
||||
SettingsPane::GetForCurrentView()->CommandsRequested +=
|
||||
ref new TypedEventHandler<SettingsPane^, SettingsPaneCommandsRequestedEventArgs^>
|
||||
(this, &SDL_WinRTApp::OnSettingsPaneCommandsRequested);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Load(Platform::String^ entryPoint)
|
||||
{
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Run()
|
||||
{
|
||||
SDL_SetMainReady();
|
||||
if (WINRT_SDLAppEntryPoint)
|
||||
{
|
||||
// TODO, WinRT: pass the C-style main() a reasonably realistic
|
||||
// representation of command line arguments.
|
||||
int argc = 1;
|
||||
char **argv = (char **)SDL_malloc(2 * sizeof(*argv));
|
||||
if (!argv) {
|
||||
return;
|
||||
}
|
||||
argv[0] = SDL_strdup("WinRTApp");
|
||||
argv[1] = NULL;
|
||||
WINRT_SDLAppEntryPoint(argc, argv);
|
||||
SDL_free(argv[0]);
|
||||
SDL_free(argv);
|
||||
}
|
||||
}
|
||||
|
||||
static bool IsSDLWindowEventPending(SDL_WindowEventID windowEventID)
|
||||
{
|
||||
SDL_Event events[128];
|
||||
const int count = SDL_PeepEvents(events, sizeof(events)/sizeof(SDL_Event), SDL_PEEKEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT);
|
||||
for (int i = 0; i < count; ++i) {
|
||||
if (events[i].window.event == windowEventID) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool SDL_WinRTApp::ShouldWaitForAppResumeEvents()
|
||||
{
|
||||
/* Don't wait if the app is visible: */
|
||||
if (m_windowVisible) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Don't wait until the window-hide events finish processing.
|
||||
* Do note that if an app-suspend event is sent (as indicated
|
||||
* by SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND
|
||||
* events), then this code may be a moot point, as WinRT's
|
||||
* own event pump (aka ProcessEvents()) will pause regardless
|
||||
* of what we do here. This happens on Windows Phone 8, to note.
|
||||
* Windows 8.x apps, on the other hand, may get a chance to run
|
||||
* these.
|
||||
*/
|
||||
if (IsSDLWindowEventPending(SDL_WINDOWEVENT_HIDDEN)) {
|
||||
return false;
|
||||
} else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_FOCUS_LOST)) {
|
||||
return false;
|
||||
} else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_MINIMIZED)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::PumpEvents()
|
||||
{
|
||||
if (!m_windowClosed) {
|
||||
if (!ShouldWaitForAppResumeEvents()) {
|
||||
/* This is the normal way in which events should be pumped.
|
||||
* 'ProcessAllIfPresent' will make ProcessEvents() process anywhere
|
||||
* from zero to N events, and will then return.
|
||||
*/
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
|
||||
} else {
|
||||
/* This style of event-pumping, with 'ProcessOneAndAllPending',
|
||||
* will cause anywhere from one to N events to be processed. If
|
||||
* at least one event is processed, the call will return. If
|
||||
* no events are pending, then the call will wait until one is
|
||||
* available, and will not return (to the caller) until this
|
||||
* happens! This should only occur when the app is hidden.
|
||||
*/
|
||||
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::Uninitialize()
|
||||
{
|
||||
}
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
void SDL_WinRTApp::OnSettingsPaneCommandsRequested(
|
||||
Windows::UI::ApplicationSettings::SettingsPane ^p,
|
||||
Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args)
|
||||
{
|
||||
using namespace Platform;
|
||||
using namespace Windows::UI::ApplicationSettings;
|
||||
using namespace Windows::UI::Popups;
|
||||
|
||||
String ^privacyPolicyURL = nullptr; // a URL to an app's Privacy Policy
|
||||
String ^privacyPolicyLabel = nullptr; // label/link text
|
||||
const char *tmpHintValue = NULL; // SDL_GetHint-retrieved value, used immediately
|
||||
wchar_t *tmpStr = NULL; // used for UTF8 to UCS2 conversion
|
||||
|
||||
// Setup a 'Privacy Policy' link, if one is available (via SDL_GetHint):
|
||||
tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_URL);
|
||||
if (tmpHintValue && tmpHintValue[0] != '\0') {
|
||||
// Convert the privacy policy's URL to UCS2:
|
||||
tmpStr = WIN_UTF8ToString(tmpHintValue);
|
||||
privacyPolicyURL = ref new String(tmpStr);
|
||||
SDL_free(tmpStr);
|
||||
|
||||
// Optionally retrieve custom label-text for the link. If this isn't
|
||||
// available, a default value will be used instead.
|
||||
tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_LABEL);
|
||||
if (tmpHintValue && tmpHintValue[0] != '\0') {
|
||||
tmpStr = WIN_UTF8ToString(tmpHintValue);
|
||||
privacyPolicyLabel = ref new String(tmpStr);
|
||||
SDL_free(tmpStr);
|
||||
} else {
|
||||
privacyPolicyLabel = ref new String(L"Privacy Policy");
|
||||
}
|
||||
|
||||
// Register the link, along with a handler to be called if and when it is
|
||||
// clicked:
|
||||
auto cmd = ref new SettingsCommand(L"privacyPolicy", privacyPolicyLabel,
|
||||
ref new UICommandInvokedHandler([=](IUICommand ^) {
|
||||
Windows::System::Launcher::LaunchUriAsync(ref new Uri(privacyPolicyURL));
|
||||
}));
|
||||
args->Request->ApplicationCommands->Append(cmd);
|
||||
}
|
||||
}
|
||||
#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
|
||||
void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, size={%f,%f}, bounds={%f,%f,%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
|
||||
__FUNCTION__,
|
||||
args->Size.Width, args->Size.Height,
|
||||
sender->Bounds.X, sender->Bounds.Y, sender->Bounds.Width, sender->Bounds.Height,
|
||||
WINRT_DISPLAY_PROPERTY(CurrentOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(NativeOrientation),
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
|
||||
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessWindowSizeChange();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, visible?=%s, bounds={%f,%f,%f,%f}, WINRT_GlobalSDLWindow?=%s\n",
|
||||
__FUNCTION__,
|
||||
(args->Visible ? "yes" : "no"),
|
||||
sender->Bounds.X, sender->Bounds.Y,
|
||||
sender->Bounds.Width, sender->Bounds.Height,
|
||||
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
||||
#endif
|
||||
|
||||
m_windowVisible = args->Visible;
|
||||
if (WINRT_GlobalSDLWindow) {
|
||||
SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
|
||||
Uint32 latestWindowFlags = WINRT_DetectWindowFlags(WINRT_GlobalSDLWindow);
|
||||
if (args->Visible) {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_GAINED, 0, 0);
|
||||
if (latestWindowFlags & SDL_WINDOW_MAXIMIZED) {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
|
||||
} else {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0);
|
||||
}
|
||||
} else {
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_LOST, 0, 0);
|
||||
SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0);
|
||||
}
|
||||
|
||||
// HACK: Prevent SDL's window-hide handling code, which currently
|
||||
// triggers a fake window resize (possibly erronously), from
|
||||
// marking the SDL window's surface as invalid.
|
||||
//
|
||||
// A better solution to this probably involves figuring out if the
|
||||
// fake window resize can be prevented.
|
||||
WINRT_GlobalSDLWindow->surface_valid = wasSDLWindowSurfaceValid;
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnWindowActivated(CoreWindow^ sender, WindowActivatedEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s, WINRT_GlobalSDLWindow?=%s\n\n",
|
||||
__FUNCTION__,
|
||||
(WINRT_GlobalSDLWindow ? "yes" : "no"));
|
||||
#endif
|
||||
|
||||
/* There's no property in Win 8.x to tell whether a window is active or
|
||||
not. [De]activation events are, however, sent to the app. We'll just
|
||||
record those, in case the CoreWindow gets wrapped by an SDL_Window at
|
||||
some future time.
|
||||
*/
|
||||
sender->CustomProperties->Insert("SDLHelperWindowActivationState", args->WindowActivationState);
|
||||
|
||||
SDL_Window * window = WINRT_GlobalSDLWindow;
|
||||
if (window) {
|
||||
if (args->WindowActivationState != CoreWindowActivationState::Deactivated) {
|
||||
SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SHOWN, 0, 0);
|
||||
if (SDL_GetKeyboardFocus() != window) {
|
||||
SDL_SetKeyboardFocus(window);
|
||||
}
|
||||
|
||||
/* Send a mouse-motion event as appropriate.
|
||||
This doesn't work when called from OnPointerEntered, at least
|
||||
not in WinRT CoreWindow apps (as OnPointerEntered doesn't
|
||||
appear to be called after window-reactivation, at least not
|
||||
in Windows 10, Build 10586.3 (November 2015 update, non-beta).
|
||||
|
||||
Don't do it on WinPhone 8.0 though, as CoreWindow's 'PointerPosition'
|
||||
property isn't available.
|
||||
*/
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION >= NTDDI_WINBLUE)
|
||||
Point cursorPos = WINRT_TransformCursorPosition(window, sender->PointerPosition, TransformToSDLWindowSize);
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)cursorPos.X, (int)cursorPos.Y);
|
||||
#endif
|
||||
|
||||
/* TODO, WinRT: see if the Win32 bugfix from https://hg.libsdl.org/SDL/rev/d278747da408 needs to be applied (on window activation) */
|
||||
//WIN_CheckAsyncMouseRelease(data);
|
||||
|
||||
/* TODO, WinRT: implement clipboard support, if possible */
|
||||
///*
|
||||
// * FIXME: Update keyboard state
|
||||
// */
|
||||
//WIN_CheckClipboardUpdate(data->videodata);
|
||||
|
||||
// HACK: Resetting the mouse-cursor here seems to fix
|
||||
// https://bugzilla.libsdl.org/show_bug.cgi?id=3217, whereby a
|
||||
// WinRT app's mouse cursor may switch to Windows' 'wait' cursor,
|
||||
// after a user alt-tabs back into a full-screened SDL app.
|
||||
// This bug does not appear to reproduce 100% of the time.
|
||||
// It may be a bug in Windows itself (v.10.0.586.36, as tested,
|
||||
// and the most-recent as of this writing).
|
||||
SDL_SetCursor(NULL);
|
||||
} else {
|
||||
if (SDL_GetKeyboardFocus() == window) {
|
||||
SDL_SetKeyboardFocus(NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
|
||||
{
|
||||
#if LOG_WINDOW_EVENTS==1
|
||||
SDL_Log("%s\n", __FUNCTION__);
|
||||
#endif
|
||||
m_windowClosed = true;
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnAppActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
|
||||
{
|
||||
CoreWindow::GetForCurrentThread()->Activate();
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
|
||||
{
|
||||
// Save app state asynchronously after requesting a deferral. Holding a deferral
|
||||
// indicates that the application is busy performing suspending operations. Be
|
||||
// aware that a deferral may not be held indefinitely. After about five seconds,
|
||||
// the app will be forced to exit.
|
||||
|
||||
// ... but first, let the app know it's about to go to the background.
|
||||
// The separation of events may be important, given that the deferral
|
||||
// runs in a separate thread. This'll make SDL_APP_WILLENTERBACKGROUND
|
||||
// the only event among the two that runs in the main thread. Given
|
||||
// that a few WinRT operations can only be done from the main thread
|
||||
// (things that access the WinRT CoreWindow are one example of this),
|
||||
// this could be important.
|
||||
SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND);
|
||||
|
||||
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
|
||||
create_task([this, deferral]()
|
||||
{
|
||||
// Send an app did-enter-background event immediately to observers.
|
||||
// CoreDispatcher::ProcessEvents, which is the backbone on which
|
||||
// SDL_WinRTApp::PumpEvents is built, will not return to its caller
|
||||
// once it sends out a suspend event. Any events posted to SDL's
|
||||
// event queue won't get received until the WinRT app is resumed.
|
||||
// SDL_AddEventWatch() may be used to receive app-suspend events on
|
||||
// WinRT.
|
||||
SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND);
|
||||
|
||||
// Let the Direct3D 11 renderer prepare for the app to be backgrounded.
|
||||
// This is necessary for Windows 8.1, possibly elsewhere in the future.
|
||||
// More details at: http://msdn.microsoft.com/en-us/library/windows/apps/Hh994929.aspx
|
||||
#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
||||
if (WINRT_GlobalSDLWindow) {
|
||||
SDL_Renderer * renderer = SDL_GetRenderer(WINRT_GlobalSDLWindow);
|
||||
if (renderer && (SDL_strcmp(renderer->info.name, "direct3d11") == 0)) {
|
||||
D3D11_Trim(renderer);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
deferral->Complete();
|
||||
});
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
|
||||
{
|
||||
// Restore any data or state that was unloaded on suspend. By default, data
|
||||
// and state are persisted when resuming from suspend. Note that these events
|
||||
// do not occur if the app was previously terminated.
|
||||
SDL_SendAppEvent(SDL_APP_WILLENTERFOREGROUND);
|
||||
SDL_SendAppEvent(SDL_APP_DIDENTERFOREGROUND);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnExiting(Platform::Object^ sender, Platform::Object^ args)
|
||||
{
|
||||
SDL_SendAppEvent(SDL_APP_TERMINATING);
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^ args, Windows::Foundation::Point transformedPoint)
|
||||
{
|
||||
Uint8 button, pressed;
|
||||
Windows::UI::Input::PointerPoint ^ pt = args->CurrentPoint;
|
||||
WINRT_GetSDLButtonForPointerPoint(pt, &button, &pressed);
|
||||
SDL_Log("%s: Position={%f,%f}, Transformed Pos={%f, %f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, SDL button=%d pressed=%d\n",
|
||||
header,
|
||||
pt->Position.X, pt->Position.Y,
|
||||
transformedPoint.X, transformedPoint.Y,
|
||||
pt->Properties->MouseWheelDelta,
|
||||
pt->FrameId,
|
||||
pt->PointerId,
|
||||
button,
|
||||
pressed);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerEntered(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer entered", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerEnteredEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerExited(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer exited", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerExitedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
|
||||
{
|
||||
#if LOG_POINTER_EVENTS
|
||||
WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
|
||||
#endif
|
||||
|
||||
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessMouseMovedEvent(WINRT_GlobalSDLWindow, args);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessKeyDownEvent(args);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessKeyUpEvent(args);
|
||||
}
|
||||
|
||||
void SDL_WinRTApp::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessCharacterReceivedEvent(args);
|
||||
}
|
||||
|
||||
template <typename BackButtonEventArgs>
|
||||
static void WINRT_OnBackButtonPressed(BackButtonEventArgs ^ args)
|
||||
{
|
||||
SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_AC_BACK);
|
||||
SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_AC_BACK);
|
||||
|
||||
if (SDL_GetHintBoolean(SDL_HINT_WINRT_HANDLE_BACK_BUTTON, SDL_FALSE)) {
|
||||
args->Handled = true;
|
||||
}
|
||||
}
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args)
|
||||
|
||||
{
|
||||
WINRT_OnBackButtonPressed(args);
|
||||
}
|
||||
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
|
||||
|
||||
{
|
||||
WINRT_OnBackButtonPressed(args);
|
||||
}
|
||||
#endif
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void SDL_WinRTApp::OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad)
|
||||
{
|
||||
/* HACK ALERT: Nothing needs to be done here, as this method currently
|
||||
only exists to allow something to be registered with Win10's
|
||||
GamepadAdded event, an operation that seems to be necessary to get
|
||||
Xinput-based detection to work on Xbox One.
|
||||
*/
|
||||
}
|
||||
#endif
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,92 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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 <Windows.h>
|
||||
|
||||
extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));
|
||||
|
||||
ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
|
||||
{
|
||||
public:
|
||||
SDL_WinRTApp();
|
||||
|
||||
// IFrameworkView Methods.
|
||||
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
|
||||
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
|
||||
virtual void Load(Platform::String^ entryPoint);
|
||||
virtual void Run();
|
||||
virtual void Uninitialize();
|
||||
|
||||
internal:
|
||||
// SDL-specific methods
|
||||
void PumpEvents();
|
||||
|
||||
protected:
|
||||
bool ShouldWaitForAppResumeEvents();
|
||||
|
||||
// Event Handlers.
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // for Windows 8/8.1/RT apps... (and not Phone apps)
|
||||
void OnSettingsPaneCommandsRequested(
|
||||
Windows::UI::ApplicationSettings::SettingsPane ^p,
|
||||
Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args);
|
||||
#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
|
||||
#else
|
||||
void OnOrientationChanged(Platform::Object^ sender);
|
||||
#endif
|
||||
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
|
||||
void OnLogicalDpiChanged(Platform::Object^ sender);
|
||||
void OnAppActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
|
||||
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
|
||||
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnExiting(Platform::Object^ sender, Platform::Object^ args);
|
||||
void OnWindowActivated(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowActivatedEventArgs^ args);
|
||||
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
|
||||
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
|
||||
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerEntered(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnPointerExited(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
|
||||
void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
|
||||
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
|
||||
void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
|
||||
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
|
||||
#endif
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
|
||||
#endif
|
||||
|
||||
private:
|
||||
bool m_windowClosed;
|
||||
bool m_windowVisible;
|
||||
};
|
||||
|
||||
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
|
|
@ -1,160 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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.
|
||||
*/
|
||||
|
||||
/* Windows includes */
|
||||
#include <agile.h>
|
||||
#include <Windows.h>
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
#include <windows.ui.xaml.media.dxinterop.h>
|
||||
#endif
|
||||
|
||||
|
||||
/* SDL includes */
|
||||
#include "../../SDL_internal.h"
|
||||
#include "SDL.h"
|
||||
#include "../../video/winrt/SDL_winrtevents_c.h"
|
||||
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_winrtapp_common.h"
|
||||
#include "SDL_winrtapp_xaml.h"
|
||||
|
||||
|
||||
|
||||
/* SDL-internal globals: */
|
||||
SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
extern "C"
|
||||
ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
|
||||
static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* Input event handlers (XAML)
|
||||
*/
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
static void
|
||||
WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
|
||||
{
|
||||
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
|
||||
}
|
||||
|
||||
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
|
||||
/*
|
||||
* XAML-to-SDL Rendering Callback
|
||||
*/
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
static void
|
||||
WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args)
|
||||
{
|
||||
WINRT_CycleXAMLThread();
|
||||
}
|
||||
|
||||
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
|
||||
|
||||
/*
|
||||
* SDL + XAML Initialization
|
||||
*/
|
||||
|
||||
int
|
||||
SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable)
|
||||
{
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return SDL_SetError("XAML support is not yet available in Windows Phone.");
|
||||
#else
|
||||
// Declare C++/CX namespaces:
|
||||
using namespace Platform;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::Xaml;
|
||||
using namespace Windows::UI::Xaml::Controls;
|
||||
using namespace Windows::UI::Xaml::Input;
|
||||
using namespace Windows::UI::Xaml::Media;
|
||||
|
||||
// Make sure we have a valid XAML element (to draw onto):
|
||||
if ( ! backgroundPanelAsIInspectable) {
|
||||
return SDL_InvalidParamError("backgroundPanelAsIInspectable");
|
||||
}
|
||||
|
||||
Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
|
||||
SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
|
||||
if ( ! swapChainBackgroundPanel) {
|
||||
return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
|
||||
}
|
||||
|
||||
// Setup event handlers:
|
||||
swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML);
|
||||
swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML);
|
||||
swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML);
|
||||
swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
|
||||
|
||||
// Setup for rendering:
|
||||
IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
|
||||
panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
|
||||
|
||||
WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
|
||||
|
||||
// Make sure the app is ready to call the SDL-centric main() function:
|
||||
WINRT_SDLAppEntryPoint = mainFunction;
|
||||
SDL_SetMainReady();
|
||||
|
||||
// Make sure video-init knows that we're initializing XAML:
|
||||
SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled;
|
||||
WINRT_XAMLWasEnabled = SDL_TRUE;
|
||||
|
||||
// Make sure video modes are detected now, while we still have access to the WinRT
|
||||
// CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the
|
||||
// SDL/WinRT thread.
|
||||
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
|
||||
// SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to
|
||||
// the caller to here:
|
||||
WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// All done, for now.
|
||||
return 0;
|
||||
#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#ifndef SDL_winrtapp_xaml_h_
|
||||
#define SDL_winrtapp_xaml_h_
|
||||
|
||||
#include "SDL_stdinc.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern SDL_bool WINRT_XAMLWasEnabled;
|
||||
extern int SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable);
|
||||
#endif // ifdef __cplusplus
|
||||
|
||||
#endif // SDL_winrtapp_xaml_h_
|
|
@ -24,7 +24,7 @@
|
|||
#include "../SDL_internal.h"
|
||||
#endif
|
||||
|
||||
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
|
||||
#if defined(__WIN32__) || defined(__GDK__)
|
||||
#include "../core/windows/SDL_windows.h"
|
||||
#endif
|
||||
|
||||
|
@ -444,7 +444,7 @@ CPU_haveNEON(void)
|
|||
query the OS kernel in a platform-specific way. :/ */
|
||||
#if defined(SDL_CPUINFO_DISABLED)
|
||||
return 0; /* disabled */
|
||||
#elif (defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)) && (defined(_M_ARM) || defined(_M_ARM64))
|
||||
#elif (defined(__WINDOWS__) || defined(__GDK__)) && (defined(_M_ARM) || defined(_M_ARM64))
|
||||
/* Visual Studio, for ARM, doesn't define __ARM_ARCH. Handle this first. */
|
||||
/* Seems to have been removed */
|
||||
# if !defined(PF_ARM_NEON_INSTRUCTIONS_AVAILABLE)
|
||||
|
|
|
@ -49,8 +49,6 @@
|
|||
#define SDL_DYNAMIC_API 0
|
||||
#elif defined(__EMSCRIPTEN__) && __EMSCRIPTEN__ /* probably not useful on Emscripten. */
|
||||
#define SDL_DYNAMIC_API 0
|
||||
#elif defined(SDL_BUILDING_WINRT) && SDL_BUILDING_WINRT /* probably not useful on WinRT, given current .dll loading restrictions */
|
||||
#define SDL_DYNAMIC_API 0
|
||||
#elif defined(__PS2__) && __PS2__
|
||||
#define SDL_DYNAMIC_API 0
|
||||
#elif defined(__PSP__) && __PSP__
|
||||
|
|
|
@ -571,10 +571,7 @@
|
|||
#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
|
||||
#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL
|
||||
#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_REAL
|
||||
#define SDL_WinRTRunApp SDL_WinRTRunApp_REAL
|
||||
#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
|
||||
#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL
|
||||
#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL
|
||||
#define SDL_sqrtf SDL_sqrtf_REAL
|
||||
#define SDL_tan SDL_tan_REAL
|
||||
#define SDL_tanf SDL_tanf_REAL
|
||||
|
@ -663,7 +660,6 @@
|
|||
#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_REAL
|
||||
#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_REAL
|
||||
#define SDL_IsAndroidTV SDL_IsAndroidTV_REAL
|
||||
#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
|
||||
#define SDL_log10 SDL_log10_REAL
|
||||
#define SDL_log10f SDL_log10f_REAL
|
||||
#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_REAL
|
||||
|
|
|
@ -604,11 +604,6 @@ SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),retu
|
|||
SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
|
||||
#ifdef __WINRT__
|
||||
SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(int a, char **b, void *c),(a,b,c),return)
|
||||
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
|
||||
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
|
||||
#endif
|
||||
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
|
||||
SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
|
||||
|
@ -700,9 +695,6 @@ SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),retur
|
|||
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
|
||||
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
|
||||
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),return)
|
||||
#ifdef __WINRT__
|
||||
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
|
||||
#endif
|
||||
#ifdef __ANDROID__
|
||||
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
|
||||
#endif
|
||||
|
|
|
@ -593,9 +593,6 @@ SDL_RWFromFile(const char *file, const char *mode)
|
|||
{
|
||||
#if __APPLE__ && !SDL_FILE_DISABLED // TODO: add dummy?
|
||||
FILE *fp = SDL_OpenFPFromBundleOrFallback(file, mode);
|
||||
#elif __WINRT__
|
||||
FILE *fp = NULL;
|
||||
fopen_s(&fp, file, mode);
|
||||
#elif __3DS__
|
||||
FILE *fp = N3DS_FileOpen(file, mode);
|
||||
#else
|
||||
|
|
|
@ -1,242 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
/* TODO, WinRT: remove the need to compile this with C++/CX (/ZW) extensions, and if possible, without C++ at all
|
||||
*/
|
||||
|
||||
#ifdef __WINRT__
|
||||
|
||||
extern "C" {
|
||||
#include "SDL_filesystem.h"
|
||||
#include "SDL_error.h"
|
||||
#include "SDL_hints.h"
|
||||
#include "SDL_stdinc.h"
|
||||
#include "SDL_system.h"
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
}
|
||||
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
using namespace std;
|
||||
using namespace Windows::Storage;
|
||||
|
||||
extern "C" const wchar_t *
|
||||
SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType)
|
||||
{
|
||||
switch (pathType) {
|
||||
case SDL_WINRT_PATH_INSTALLED_LOCATION:
|
||||
{
|
||||
static wstring path;
|
||||
if (path.empty()) {
|
||||
#if defined(NTDDI_WIN10_19H1) && (NTDDI_VERSION >= NTDDI_WIN10_19H1) && (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) /* Only PC supports mods */
|
||||
/* Windows 1903 supports mods, via the EffectiveLocation API */
|
||||
if (Windows::Foundation::Metadata::ApiInformation::IsApiContractPresent("Windows.Foundation.UniversalApiContract", 8, 0)) {
|
||||
path = Windows::ApplicationModel::Package::Current->EffectiveLocation->Path->Data();
|
||||
} else {
|
||||
path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
|
||||
}
|
||||
#else
|
||||
path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
|
||||
#endif
|
||||
}
|
||||
return path.c_str();
|
||||
}
|
||||
|
||||
case SDL_WINRT_PATH_LOCAL_FOLDER:
|
||||
{
|
||||
static wstring path;
|
||||
if (path.empty()) {
|
||||
path = ApplicationData::Current->LocalFolder->Path->Data();
|
||||
}
|
||||
return path.c_str();
|
||||
}
|
||||
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
|
||||
case SDL_WINRT_PATH_ROAMING_FOLDER:
|
||||
{
|
||||
static wstring path;
|
||||
if (path.empty()) {
|
||||
path = ApplicationData::Current->RoamingFolder->Path->Data();
|
||||
}
|
||||
return path.c_str();
|
||||
}
|
||||
|
||||
case SDL_WINRT_PATH_TEMP_FOLDER:
|
||||
{
|
||||
static wstring path;
|
||||
if (path.empty()) {
|
||||
path = ApplicationData::Current->TemporaryFolder->Path->Data();
|
||||
}
|
||||
return path.c_str();
|
||||
}
|
||||
#endif
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
SDL_Unsupported();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
extern "C" const char *
|
||||
SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType)
|
||||
{
|
||||
typedef unordered_map<SDL_WinRT_Path, string> UTF8PathMap;
|
||||
static UTF8PathMap utf8Paths;
|
||||
|
||||
UTF8PathMap::iterator searchResult = utf8Paths.find(pathType);
|
||||
if (searchResult != utf8Paths.end()) {
|
||||
return searchResult->second.c_str();
|
||||
}
|
||||
|
||||
const wchar_t * ucs2Path = SDL_WinRTGetFSPathUNICODE(pathType);
|
||||
if (!ucs2Path) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
char * utf8Path = WIN_StringToUTF8(ucs2Path);
|
||||
utf8Paths[pathType] = utf8Path;
|
||||
SDL_free(utf8Path);
|
||||
return utf8Paths[pathType].c_str();
|
||||
}
|
||||
|
||||
extern "C" char *
|
||||
SDL_GetBasePath(void)
|
||||
{
|
||||
const char * srcPath = SDL_WinRTGetFSPathUTF8(SDL_WINRT_PATH_INSTALLED_LOCATION);
|
||||
size_t destPathLen;
|
||||
char * destPath = NULL;
|
||||
|
||||
if (!srcPath) {
|
||||
SDL_SetError("Couldn't locate our basepath: %s", SDL_GetError());
|
||||
return NULL;
|
||||
}
|
||||
|
||||
destPathLen = SDL_strlen(srcPath) + 2;
|
||||
destPath = (char *) SDL_malloc(destPathLen);
|
||||
if (!destPath) {
|
||||
SDL_OutOfMemory();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SDL_snprintf(destPath, destPathLen, "%s\\", srcPath);
|
||||
return destPath;
|
||||
}
|
||||
|
||||
extern "C" char *
|
||||
SDL_GetPrefPath(const char *org, const char *app)
|
||||
{
|
||||
/* WinRT note: The 'SHGetFolderPath' API that is used in Windows 7 and
|
||||
* earlier is not available on WinRT or Windows Phone. WinRT provides
|
||||
* a similar API, but SHGetFolderPath can't be called, at least not
|
||||
* without violating Microsoft's app-store requirements.
|
||||
*/
|
||||
|
||||
const WCHAR * srcPath = NULL;
|
||||
WCHAR path[MAX_PATH];
|
||||
char *retval = NULL;
|
||||
WCHAR* worg = NULL;
|
||||
WCHAR* wapp = NULL;
|
||||
size_t new_wpath_len = 0;
|
||||
BOOL api_result = FALSE;
|
||||
|
||||
if (!app) {
|
||||
SDL_InvalidParamError("app");
|
||||
return NULL;
|
||||
}
|
||||
if (!org) {
|
||||
org = "";
|
||||
}
|
||||
|
||||
srcPath = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_LOCAL_FOLDER);
|
||||
if ( ! srcPath) {
|
||||
SDL_SetError("Unable to find a source path");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (SDL_wcslen(srcPath) >= MAX_PATH) {
|
||||
SDL_SetError("Path too long.");
|
||||
return NULL;
|
||||
}
|
||||
SDL_wcslcpy(path, srcPath, SDL_arraysize(path));
|
||||
|
||||
worg = WIN_UTF8ToString(org);
|
||||
if (worg == NULL) {
|
||||
SDL_OutOfMemory();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
wapp = WIN_UTF8ToString(app);
|
||||
if (wapp == NULL) {
|
||||
SDL_free(worg);
|
||||
SDL_OutOfMemory();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
new_wpath_len = SDL_wcslen(worg) + SDL_wcslen(wapp) + SDL_wcslen(path) + 3;
|
||||
|
||||
if ((new_wpath_len + 1) > MAX_PATH) {
|
||||
SDL_free(worg);
|
||||
SDL_free(wapp);
|
||||
SDL_SetError("Path too long.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (*worg) {
|
||||
SDL_wcslcat(path, L"\\", new_wpath_len + 1);
|
||||
SDL_wcslcat(path, worg, new_wpath_len + 1);
|
||||
SDL_free(worg);
|
||||
}
|
||||
|
||||
api_result = CreateDirectoryW(path, NULL);
|
||||
if (api_result == FALSE) {
|
||||
if (GetLastError() != ERROR_ALREADY_EXISTS) {
|
||||
SDL_free(wapp);
|
||||
WIN_SetError("Couldn't create a prefpath.");
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_wcslcat(path, L"\\", new_wpath_len + 1);
|
||||
SDL_wcslcat(path, wapp, new_wpath_len + 1);
|
||||
SDL_free(wapp);
|
||||
|
||||
api_result = CreateDirectoryW(path, NULL);
|
||||
if (api_result == FALSE) {
|
||||
if (GetLastError() != ERROR_ALREADY_EXISTS) {
|
||||
WIN_SetError("Couldn't create a prefpath.");
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_wcslcat(path, L"\\", new_wpath_len + 1);
|
||||
|
||||
retval = WIN_StringToUTF8(path);
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
#endif /* __WINRT__ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -436,9 +436,6 @@ SDL_JoystickGetDevicePlayerIndex(int device_index)
|
|||
static SDL_bool
|
||||
SDL_JoystickAxesCenteredAtZero(SDL_Joystick *joystick)
|
||||
{
|
||||
#ifdef __WINRT__
|
||||
return SDL_TRUE;
|
||||
#else
|
||||
static Uint32 zero_centered_joysticks[] = {
|
||||
MAKE_VIDPID(0x0e8f, 0x3013), /* HuiJia SNES USB adapter */
|
||||
MAKE_VIDPID(0x05a0, 0x3232), /* 8Bitdo Zero Gamepad */
|
||||
|
@ -461,7 +458,6 @@ SDL_JoystickAxesCenteredAtZero(SDL_Joystick *joystick)
|
|||
}
|
||||
}
|
||||
return SDL_FALSE;
|
||||
#endif /* __WINRT__ */
|
||||
}
|
||||
|
||||
/*
|
||||
|
|
|
@ -577,13 +577,8 @@ RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
|
|||
typedef HRESULT (WINAPI *WindowsCreateStringReference_t)(PCWSTR sourceString, UINT32 length, HSTRING_HEADER *hstringHeader, HSTRING* string);
|
||||
typedef HRESULT (WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void** factory);
|
||||
|
||||
#ifdef __WINRT__
|
||||
WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = WindowsCreateStringReference;
|
||||
RoGetActivationFactory_t RoGetActivationFactoryFunc = RoGetActivationFactory;
|
||||
#else
|
||||
WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
|
||||
RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
|
||||
#endif
|
||||
if (WindowsCreateStringReferenceFunc && RoGetActivationFactoryFunc) {
|
||||
PCWSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
|
||||
HSTRING_HEADER hNamespaceStringHeader;
|
||||
|
|
|
@ -282,17 +282,9 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
|
|||
typedef PCWSTR (WINAPI *WindowsGetStringRawBuffer_t)(HSTRING string, UINT32 *length);
|
||||
typedef HRESULT (WINAPI *WindowsDeleteString_t)(HSTRING string);
|
||||
|
||||
WindowsGetStringRawBuffer_t WindowsGetStringRawBufferFunc = NULL;
|
||||
WindowsDeleteString_t WindowsDeleteStringFunc = NULL;
|
||||
#ifdef __WINRT__
|
||||
WindowsGetStringRawBufferFunc = WindowsGetStringRawBuffer;
|
||||
WindowsDeleteStringFunc = WindowsDeleteString;
|
||||
#else
|
||||
{
|
||||
WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)WIN_LoadComBaseFunction("WindowsGetStringRawBuffer");
|
||||
WindowsDeleteStringFunc = (WindowsDeleteString_t)WIN_LoadComBaseFunction("WindowsDeleteString");
|
||||
}
|
||||
#endif /* __WINRT__ */
|
||||
WindowsGetStringRawBuffer_t WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)WIN_LoadComBaseFunction("WindowsGetStringRawBuffer");
|
||||
WindowsDeleteString_t WindowsDeleteStringFunc = (WindowsDeleteString_t)WIN_LoadComBaseFunction("WindowsDeleteString");
|
||||
|
||||
if (WindowsGetStringRawBufferFunc && WindowsDeleteStringFunc) {
|
||||
HSTRING hString;
|
||||
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameController2_get_DisplayName(controller2, &hString);
|
||||
|
@ -484,7 +476,6 @@ WGI_JoystickInit(void)
|
|||
}
|
||||
wgi.ro_initialized = SDL_TRUE;
|
||||
|
||||
#ifndef __WINRT__
|
||||
{
|
||||
/* There seems to be a bug in Windows where a dependency of WGI can be unloaded from memory prior to WGI itself.
|
||||
* This results in Windows_Gaming_Input!GameController::~GameController() invoking an unloaded DLL and crashing.
|
||||
|
@ -505,17 +496,9 @@ WGI_JoystickInit(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef __WINRT__
|
||||
WindowsCreateStringReferenceFunc = WindowsCreateStringReference;
|
||||
RoGetActivationFactoryFunc = RoGetActivationFactory;
|
||||
#else
|
||||
{
|
||||
WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
|
||||
RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
|
||||
}
|
||||
#endif /* __WINRT__ */
|
||||
WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
|
||||
RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
|
||||
if (WindowsCreateStringReferenceFunc && RoGetActivationFactoryFunc) {
|
||||
PCWSTR pNamespace;
|
||||
HSTRING_HEADER hNamespaceStringHeader;
|
||||
|
|
|
@ -41,7 +41,7 @@
|
|||
#include "../SDL_sysjoystick.h"
|
||||
#include "../../thread/SDL_systhread.h"
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#include <dbt.h>
|
||||
#endif
|
||||
|
||||
|
@ -146,7 +146,7 @@ static GUID GUID_DEVINTERFACE_HID = { 0x4D1E55B2L, 0xF16F, 0x11CF, { 0x88, 0xCB,
|
|||
|
||||
JoyStick_DeviceData *SYS_Joystick; /* array to hold joystick ID values */
|
||||
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
static HMODULE cfgmgr32_lib_handle;
|
||||
static CM_Register_NotificationFunc CM_Register_Notification;
|
||||
static CM_Unregister_NotificationFunc CM_Unregister_Notification;
|
||||
|
@ -332,11 +332,9 @@ SDL_WaitForDeviceNotification(SDL_DeviceNotificationData *data, SDL_mutex *mutex
|
|||
return (lastret != -1) ? SDL_TRUE : SDL_FALSE;
|
||||
}
|
||||
|
||||
#endif /* !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__) */
|
||||
#endif /* !defined(__XBOXONE__) && !defined(__XBOXSERIES__) */
|
||||
|
||||
|
||||
#if !defined(__WINRT__)
|
||||
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
static SDL_DeviceNotificationData s_notification_data;
|
||||
#endif
|
||||
|
@ -445,8 +443,6 @@ SDL_StopJoystickThread(void)
|
|||
s_joystickThread = NULL;
|
||||
}
|
||||
|
||||
#endif /* !defined(__WINRT__) */
|
||||
|
||||
void WINDOWS_AddJoystickDevice(JoyStick_DeviceData *device)
|
||||
{
|
||||
device->send_add_event = SDL_TRUE;
|
||||
|
@ -479,7 +475,7 @@ WINDOWS_JoystickInit(void)
|
|||
|
||||
WINDOWS_JoystickDetect();
|
||||
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
SDL_CreateDeviceNotificationFunc();
|
||||
|
||||
s_bJoystickThread = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_THREAD, SDL_FALSE);
|
||||
|
@ -771,7 +767,7 @@ WINDOWS_JoystickQuit(void)
|
|||
}
|
||||
SYS_Joystick = NULL;
|
||||
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
if (s_bJoystickThread) {
|
||||
SDL_StopJoystickThread();
|
||||
} else {
|
||||
|
|
|
@ -46,11 +46,7 @@ static char *s_arrXInputDevicePath[XUSER_MAX_COUNT];
|
|||
static SDL_bool
|
||||
SDL_XInputUseOldJoystickMapping()
|
||||
{
|
||||
#ifdef __WINRT__
|
||||
/* TODO: remove this __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
|
||||
/* FIXME: Why are Win8/10 different here? -flibit */
|
||||
return (NTDDI_VERSION < NTDDI_WIN10);
|
||||
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
|
||||
return SDL_FALSE;
|
||||
#else
|
||||
static int s_XInputUseOldJoystickMapping = -1;
|
||||
|
@ -133,7 +129,7 @@ GetXInputName(const Uint8 userid, BYTE SubType)
|
|||
static void
|
||||
GuessXInputDevice(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Uint16 *pVersion)
|
||||
{
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__) /* TODO: remove this ifndef __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__) /* TODO: remove this ifndef __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
|
||||
PRAWINPUTDEVICELIST devices = NULL;
|
||||
UINT i, j, device_count = 0;
|
||||
|
||||
|
@ -231,7 +227,7 @@ GuessXInputDevice(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Uint16 *pVersion)
|
|||
}
|
||||
}
|
||||
SDL_free(devices);
|
||||
#endif /* !__WINRT__ */
|
||||
#endif
|
||||
|
||||
/* The device wasn't in the raw HID device list, it's probably Bluetooth */
|
||||
*pVID = 0x045e; /* Microsoft */
|
||||
|
|
|
@ -40,15 +40,7 @@ SDL_LoadObject(const char *sofile)
|
|||
return NULL;
|
||||
}
|
||||
tstr = WIN_UTF8ToString(sofile);
|
||||
#ifdef __WINRT__
|
||||
/* WinRT only publicly supports LoadPackagedLibrary() for loading .dll
|
||||
files. LoadLibrary() is a private API, and not available for apps
|
||||
(that can be published to MS' Windows Store.)
|
||||
*/
|
||||
handle = (void *) LoadPackagedLibrary(tstr, 0);
|
||||
#else
|
||||
handle = (void *) LoadLibrary(tstr);
|
||||
#endif
|
||||
SDL_free(tstr);
|
||||
|
||||
/* Generate an error message if all loads failed */
|
||||
|
|
|
@ -1,58 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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 <Windows.h>
|
||||
|
||||
#include "../../SDL_internal.h"
|
||||
#include "../SDL_syslocale.h"
|
||||
|
||||
/*using namespace Windows::Graphics::Display;*/
|
||||
#include <wchar.h>
|
||||
|
||||
void
|
||||
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
|
||||
{
|
||||
WCHAR wbuffer[128] = L"";
|
||||
int ret = 0;
|
||||
|
||||
/* !!! FIXME: do we not have GetUserPreferredUILanguages on WinPhone or UWP? */
|
||||
# if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
ret = GetLocaleInfoEx(LOCALE_NAME_SYSTEM_DEFAULT, LOCALE_SNAME, wbuffer, SDL_arraysize(wbuffer));
|
||||
# else
|
||||
ret = GetSystemDefaultLocaleName(wbuffer, SDL_arraysize(wbuffer));
|
||||
# endif
|
||||
|
||||
if (ret > 0)
|
||||
{
|
||||
/* Need to convert LPWSTR to LPSTR, that is wide char to char. */
|
||||
int i;
|
||||
|
||||
if ( ((size_t) ret) >= (buflen - 1) ) {
|
||||
ret = (int) (buflen - 1);
|
||||
}
|
||||
for (i = 0; i < ret; i++) {
|
||||
buf[i] = (char) wbuffer[i]; /* assume this was ASCII anyhow. */
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
Binary file not shown.
Before Width: | Height: | Size: 326 B |
|
@ -1,3 +0,0 @@
|
|||
#include "winres.h"
|
||||
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
|
||||
5000 CURSOR "SDL3-WinRTResource_BlankCursor.cur"
|
|
@ -1,54 +0,0 @@
|
|||
/*
|
||||
SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14
|
||||
*/
|
||||
|
||||
#include "SDL_main.h"
|
||||
#include <wrl.h>
|
||||
|
||||
/* At least one file in any SDL/WinRT app appears to require compilation
|
||||
with C++/CX, otherwise a Windows Metadata file won't get created, and
|
||||
an APPX0702 build error can appear shortly after linking.
|
||||
|
||||
The following set of preprocessor code forces this file to be compiled
|
||||
as C++/CX, which appears to cause Visual C++ 2012's build tools to
|
||||
create this .winmd file, and will help allow builds of SDL/WinRT apps
|
||||
to proceed without error.
|
||||
|
||||
If other files in an app's project enable C++/CX compilation, then it might
|
||||
be possible for SDL_winrt_main_NonXAML.cpp to be compiled without /ZW,
|
||||
for Visual C++'s build tools to create a winmd file, and for the app to
|
||||
build without APPX0702 errors. In this case, if
|
||||
SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then
|
||||
the #error (to force C++/CX compilation) will be disabled.
|
||||
|
||||
Please note that /ZW can be specified on a file-by-file basis. To do this,
|
||||
right click on the file in Visual C++, click Properties, then change the
|
||||
setting through the dialog that comes up.
|
||||
*/
|
||||
#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE
|
||||
#ifndef __cplusplus_winrt
|
||||
#error SDL_winrt_main_NonXAML.cpp must be compiled with /ZW, otherwise build errors due to missing .winmd files can occur.
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* Prevent MSVC++ from warning about threading models when defining our
|
||||
custom WinMain. The threading model will instead be set via a direct
|
||||
call to Windows::Foundation::Initialize (rather than via an attributed
|
||||
function).
|
||||
|
||||
To note, this warning (C4447) does not seem to come up unless this file
|
||||
is compiled with C++/CX enabled (via the /ZW compiler flag).
|
||||
*/
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable:4447)
|
||||
#endif
|
||||
|
||||
/* Make sure the function to initialize the Windows Runtime gets linked in. */
|
||||
#ifdef _MSC_VER
|
||||
#pragma comment(lib, "runtimeobject.lib")
|
||||
#endif
|
||||
|
||||
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
|
||||
{
|
||||
return SDL_WinRTRunApp(SDL_main, NULL);
|
||||
}
|
|
@ -1,41 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_sysurl.h"
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
|
||||
int
|
||||
SDL_SYS_OpenURL(const char *url)
|
||||
{
|
||||
WCHAR *wurl = WIN_UTF8ToStringW(url);
|
||||
if (!wurl) {
|
||||
return SDL_OutOfMemory();
|
||||
}
|
||||
auto strurl = ref new Platform::String(wurl);
|
||||
SDL_free(wurl);
|
||||
|
||||
auto uri = ref new Windows::Foundation::Uri(strurl);
|
||||
Windows::System::Launcher::LaunchUriAsync(uri);
|
||||
return 0; // oh well, we're not waiting on an async task here.
|
||||
}
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
@ -74,9 +74,6 @@ static SDL_GetPowerInfo_Impl implementations[] = {
|
|||
#ifdef SDL_POWER_N3DS /* handles N3DS. */
|
||||
SDL_GetPowerInfo_N3DS,
|
||||
#endif
|
||||
#ifdef SDL_POWER_WINRT /* handles WinRT */
|
||||
SDL_GetPowerInfo_WinRT,
|
||||
#endif
|
||||
#ifdef SDL_POWER_EMSCRIPTEN /* handles Emscripten */
|
||||
SDL_GetPowerInfo_Emscripten,
|
||||
#endif
|
||||
|
|
|
@ -40,7 +40,6 @@ SDL_bool SDL_GetPowerInfo_Android(SDL_PowerState *, int *, int *);
|
|||
SDL_bool SDL_GetPowerInfo_PSP(SDL_PowerState *, int *, int *);
|
||||
SDL_bool SDL_GetPowerInfo_VITA(SDL_PowerState *, int *, int *);
|
||||
SDL_bool SDL_GetPowerInfo_N3DS(SDL_PowerState *, int *, int *);
|
||||
SDL_bool SDL_GetPowerInfo_WinRT(SDL_PowerState *, int *, int *);
|
||||
SDL_bool SDL_GetPowerInfo_Emscripten(SDL_PowerState *, int *, int *);
|
||||
|
||||
/* this one is static in SDL_power.c */
|
||||
|
|
|
@ -1,44 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#ifndef SDL_POWER_DISABLED
|
||||
#if SDL_POWER_WINRT
|
||||
|
||||
#include "SDL_power.h"
|
||||
|
||||
extern "C"
|
||||
SDL_bool
|
||||
SDL_GetPowerInfo_WinRT(SDL_PowerState * state, int *seconds, int *percent)
|
||||
{
|
||||
/* TODO, WinRT: Battery info is available on at least one WinRT platform (Windows Phone 8). Implement SDL_GetPowerInfo_WinRT as appropriate. */
|
||||
/* Notes:
|
||||
- the Win32 function, GetSystemPowerStatus, is not available for use on WinRT
|
||||
- Windows Phone 8 has a 'Battery' class, which is documented as available for C++
|
||||
- More info on WP8's Battery class can be found at http://msdn.microsoft.com/library/windowsphone/develop/jj207231
|
||||
*/
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
#endif /* SDL_POWER_WINRT */
|
||||
#endif /* SDL_POWER_DISABLED */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -27,9 +27,7 @@
|
|||
|
||||
#define COBJMACROS
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
#if !defined(__WINRT__)
|
||||
#include "../../video/windows/SDL_windowswindow.h"
|
||||
#endif
|
||||
#include "SDL_hints.h"
|
||||
#include "SDL_loadso.h"
|
||||
#include "SDL_syswm.h"
|
||||
|
@ -40,22 +38,6 @@
|
|||
|
||||
#include "SDL_shaders_d3d11.h"
|
||||
|
||||
#ifdef __WINRT__
|
||||
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
#include <DXGI1_3.h>
|
||||
#endif
|
||||
|
||||
#include "SDL_render_winrt.h"
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
#include <windows.ui.xaml.media.dxinterop.h>
|
||||
/* TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var */
|
||||
extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
|
||||
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_APP */
|
||||
|
||||
#endif /* __WINRT__ */
|
||||
|
||||
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
#define SDL_COMPOSE_ERROR(str) __FUNCTION__ ", " str
|
||||
|
@ -187,9 +169,6 @@ typedef struct
|
|||
|
||||
static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
|
||||
static const GUID SDL_IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } };
|
||||
#if defined(__WINRT__) && NTDDI_VERSION > NTDDI_WIN8
|
||||
static const GUID SDL_IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } };
|
||||
#endif
|
||||
static const GUID SDL_IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } };
|
||||
static const GUID SDL_IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } };
|
||||
static const GUID SDL_IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } };
|
||||
|
@ -439,10 +418,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
|
||||
#ifdef __WINRT__
|
||||
CreateDXGIFactoryFunc = CreateDXGIFactory1;
|
||||
D3D11CreateDeviceFunc = D3D11CreateDevice;
|
||||
#else
|
||||
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
|
||||
if (!data->hDXGIMod) {
|
||||
result = E_FAIL;
|
||||
|
@ -466,7 +441,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||
result = E_FAIL;
|
||||
goto done;
|
||||
}
|
||||
#endif /* __WINRT__ */
|
||||
|
||||
result = CreateDXGIFactoryFunc(&SDL_IID_IDXGIFactory2, (void **)&data->dxgiFactory);
|
||||
if (FAILED(result)) {
|
||||
|
@ -754,13 +728,8 @@ static HRESULT
|
|||
D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h)
|
||||
{
|
||||
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
||||
#ifdef __WINRT__
|
||||
IUnknown *coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
|
||||
const BOOL usingXAML = (coreWindow == NULL);
|
||||
#else
|
||||
IUnknown *coreWindow = NULL;
|
||||
const BOOL usingXAML = FALSE;
|
||||
#endif
|
||||
HRESULT result = S_OK;
|
||||
|
||||
/* Create a swap chain using the same adapter as the existing Direct3D device. */
|
||||
|
@ -913,11 +882,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
|||
/* The width and height of the swap chain must be based on the display's
|
||||
* non-rotated size.
|
||||
*/
|
||||
#if defined(__WINRT__)
|
||||
SDL_GetWindowSize(renderer->window, &w, &h);
|
||||
#else
|
||||
SDL_GetWindowSizeInPixels(renderer->window, &w, &h);
|
||||
#endif
|
||||
data->rotation = D3D11_GetCurrentRotation();
|
||||
/* SDL_Log("%s: windowSize={%d,%d}, orientation=%d\n", __FUNCTION__, w, h, (int)data->rotation); */
|
||||
if (D3D11_IsDisplayRotated90Degrees(data->rotation)) {
|
||||
|
@ -928,7 +893,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
|||
|
||||
if (data->swapChain) {
|
||||
/* IDXGISwapChain::ResizeBuffers is not available on Windows Phone 8. */
|
||||
#if !defined(__WINRT__) || (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
|
||||
/* If the swap chain already exists, resize it. */
|
||||
result = IDXGISwapChain_ResizeBuffers(data->swapChain,
|
||||
0,
|
||||
|
@ -1032,22 +997,6 @@ D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer)
|
|||
void
|
||||
D3D11_Trim(SDL_Renderer * renderer)
|
||||
{
|
||||
#ifdef __WINRT__
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
|
||||
HRESULT result = S_OK;
|
||||
IDXGIDevice3 *dxgiDevice = NULL;
|
||||
|
||||
result = ID3D11Device_QueryInterface(data->d3dDevice, &SDL_IID_IDXGIDevice3, &dxgiDevice);
|
||||
if (FAILED(result)) {
|
||||
//WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result);
|
||||
return;
|
||||
}
|
||||
|
||||
IDXGIDevice3_Trim(dxgiDevice);
|
||||
SAFE_RELEASE(dxgiDevice);
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1058,14 +1007,12 @@ D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
|
|||
}
|
||||
}
|
||||
|
||||
#if !defined(__WINRT__)
|
||||
static int
|
||||
D3D11_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
|
||||
{
|
||||
SDL_GetWindowSizeInPixels(renderer->window, w, h);
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
static SDL_bool
|
||||
D3D11_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
|
||||
|
@ -2384,9 +2331,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|||
data->identity = MatrixIdentity();
|
||||
|
||||
renderer->WindowEvent = D3D11_WindowEvent;
|
||||
#if !defined(__WINRT__)
|
||||
renderer->GetOutputSize = D3D11_GetOutputSize;
|
||||
#endif
|
||||
renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
|
||||
renderer->CreateTexture = D3D11_CreateTexture;
|
||||
renderer->UpdateTexture = D3D11_UpdateTexture;
|
||||
|
|
|
@ -1,116 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
||||
|
||||
#include "SDL_syswm.h"
|
||||
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
|
||||
extern "C" {
|
||||
#include "../SDL_sysrender.h"
|
||||
}
|
||||
|
||||
#include <windows.ui.core.h>
|
||||
#include <windows.graphics.display.h>
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
|
||||
#include <windows.ui.xaml.media.dxinterop.h>
|
||||
#endif
|
||||
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::Graphics::Display;
|
||||
|
||||
#include <DXGI.h>
|
||||
|
||||
#include "SDL_render_winrt.h"
|
||||
|
||||
|
||||
extern "C" void *
|
||||
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
||||
{
|
||||
SDL_Window * sdlWindow = renderer->window;
|
||||
if ( ! renderer->window ) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SDL_SysWMinfo sdlWindowInfo;
|
||||
SDL_VERSION(&sdlWindowInfo.version);
|
||||
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINRT) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (!sdlWindowInfo.info.winrt.window) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
ABI::Windows::UI::Core::ICoreWindow *coreWindow = NULL;
|
||||
if (FAILED(sdlWindowInfo.info.winrt.window->QueryInterface(&coreWindow))) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
IUnknown *coreWindowAsIUnknown = NULL;
|
||||
coreWindow->QueryInterface(&coreWindowAsIUnknown);
|
||||
coreWindow->Release();
|
||||
|
||||
return coreWindowAsIUnknown;
|
||||
}
|
||||
|
||||
extern "C" DXGI_MODE_ROTATION
|
||||
D3D11_GetCurrentRotation()
|
||||
{
|
||||
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
|
||||
|
||||
switch (currentOrientation) {
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
/* Windows Phone rotations */
|
||||
case DisplayOrientations::Landscape:
|
||||
return DXGI_MODE_ROTATION_ROTATE90;
|
||||
case DisplayOrientations::Portrait:
|
||||
return DXGI_MODE_ROTATION_IDENTITY;
|
||||
case DisplayOrientations::LandscapeFlipped:
|
||||
return DXGI_MODE_ROTATION_ROTATE270;
|
||||
case DisplayOrientations::PortraitFlipped:
|
||||
return DXGI_MODE_ROTATION_ROTATE180;
|
||||
#else
|
||||
/* Non-Windows-Phone rotations (ex: Windows 8, Windows RT) */
|
||||
case DisplayOrientations::Landscape:
|
||||
return DXGI_MODE_ROTATION_IDENTITY;
|
||||
case DisplayOrientations::Portrait:
|
||||
return DXGI_MODE_ROTATION_ROTATE270;
|
||||
case DisplayOrientations::LandscapeFlipped:
|
||||
return DXGI_MODE_ROTATION_ROTATE180;
|
||||
case DisplayOrientations::PortraitFlipped:
|
||||
return DXGI_MODE_ROTATION_ROTATE90;
|
||||
#endif /* WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP */
|
||||
}
|
||||
|
||||
return DXGI_MODE_ROTATION_IDENTITY;
|
||||
}
|
||||
|
||||
|
||||
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,40 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_RENDER_D3D11 && !SDL_RENDER_DISABLED
|
||||
|
||||
#include "SDL_render.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
|
||||
DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -2152,14 +2152,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|||
goto error;
|
||||
}
|
||||
|
||||
#if __WINRT__
|
||||
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
|
||||
* is turned on. Not doing so will freeze the screen's contents to that
|
||||
* of the first drawn frame.
|
||||
*/
|
||||
flags |= SDL_RENDERER_PRESENTVSYNC;
|
||||
#endif
|
||||
|
||||
if (flags & SDL_RENDERER_PRESENTVSYNC) {
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
} else {
|
||||
|
|
|
@ -32,10 +32,6 @@ extern "C" {
|
|||
#include <thread>
|
||||
#include <system_error>
|
||||
|
||||
#ifdef __WINRT__
|
||||
#include <Windows.h>
|
||||
#endif
|
||||
|
||||
static void
|
||||
RunThread(void *args)
|
||||
{
|
||||
|
@ -71,9 +67,6 @@ extern "C"
|
|||
SDL_threadID
|
||||
SDL_ThreadID(void)
|
||||
{
|
||||
#ifdef __WINRT__
|
||||
return GetCurrentThreadId();
|
||||
#else
|
||||
// HACK: Mimick a thread ID, if one isn't otherwise available.
|
||||
static thread_local SDL_threadID current_thread_id = 0;
|
||||
static SDL_threadID next_thread_id = 1;
|
||||
|
@ -86,37 +79,13 @@ SDL_ThreadID(void)
|
|||
}
|
||||
|
||||
return current_thread_id;
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C"
|
||||
int
|
||||
SDL_SYS_SetThreadPriority(SDL_ThreadPriority priority)
|
||||
{
|
||||
#ifdef __WINRT__
|
||||
int value;
|
||||
|
||||
if (priority == SDL_THREAD_PRIORITY_LOW) {
|
||||
value = THREAD_PRIORITY_LOWEST;
|
||||
}
|
||||
else if (priority == SDL_THREAD_PRIORITY_HIGH) {
|
||||
value = THREAD_PRIORITY_HIGHEST;
|
||||
}
|
||||
else if (priority == SDL_THREAD_PRIORITY_TIME_CRITICAL) {
|
||||
// FIXME: WinRT does not support TIME_CRITICAL! -flibit
|
||||
SDL_LogWarn(SDL_LOG_CATEGORY_SYSTEM, "TIME_CRITICAL unsupported, falling back to HIGHEST");
|
||||
value = THREAD_PRIORITY_HIGHEST;
|
||||
}
|
||||
else {
|
||||
value = THREAD_PRIORITY_NORMAL;
|
||||
}
|
||||
if (!SetThreadPriority(GetCurrentThread(), value)) {
|
||||
return WIN_SetError("SetThreadPriority()");
|
||||
}
|
||||
return 0;
|
||||
#else
|
||||
return SDL_Unsupported();
|
||||
#endif
|
||||
}
|
||||
|
||||
extern "C"
|
||||
|
|
|
@ -58,12 +58,6 @@ typedef struct CONDITION_VARIABLE {
|
|||
} CONDITION_VARIABLE, *PCONDITION_VARIABLE;
|
||||
#endif
|
||||
|
||||
#if __WINRT__
|
||||
#define pWakeConditionVariable WakeConditionVariable
|
||||
#define pWakeAllConditionVariable WakeAllConditionVariable
|
||||
#define pSleepConditionVariableSRW SleepConditionVariableSRW
|
||||
#define pSleepConditionVariableCS SleepConditionVariableCS
|
||||
#else
|
||||
typedef VOID(WINAPI *pfnWakeConditionVariable)(PCONDITION_VARIABLE);
|
||||
typedef VOID(WINAPI *pfnWakeAllConditionVariable)(PCONDITION_VARIABLE);
|
||||
typedef BOOL(WINAPI *pfnSleepConditionVariableSRW)(PCONDITION_VARIABLE, PSRWLOCK, DWORD, ULONG);
|
||||
|
@ -73,7 +67,6 @@ static pfnWakeConditionVariable pWakeConditionVariable = NULL;
|
|||
static pfnWakeAllConditionVariable pWakeAllConditionVariable = NULL;
|
||||
static pfnSleepConditionVariableSRW pSleepConditionVariableSRW = NULL;
|
||||
static pfnSleepConditionVariableCS pSleepConditionVariableCS = NULL;
|
||||
#endif
|
||||
|
||||
typedef struct SDL_cond_cv
|
||||
{
|
||||
|
@ -242,10 +235,6 @@ SDL_CreateCond(void)
|
|||
SDL_assert(SDL_mutex_impl_active.Type != SDL_MUTEX_INVALID);
|
||||
}
|
||||
|
||||
#if __WINRT__
|
||||
/* Link statically on this platform */
|
||||
impl = &SDL_cond_impl_cv;
|
||||
#else
|
||||
{
|
||||
HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll"));
|
||||
if (kernel32) {
|
||||
|
@ -259,7 +248,6 @@ SDL_CreateCond(void)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_copyp(&SDL_cond_impl_active, impl);
|
||||
}
|
||||
|
|
|
@ -44,19 +44,12 @@ SDL_mutex_impl_t SDL_mutex_impl_active = {0};
|
|||
* Implementation based on Slim Reader/Writer (SRW) Locks for Win 7 and newer.
|
||||
*/
|
||||
|
||||
#if __WINRT__
|
||||
/* Functions are guaranteed to be available */
|
||||
#define pReleaseSRWLockExclusive ReleaseSRWLockExclusive
|
||||
#define pAcquireSRWLockExclusive AcquireSRWLockExclusive
|
||||
#define pTryAcquireSRWLockExclusive TryAcquireSRWLockExclusive
|
||||
#else
|
||||
typedef VOID(WINAPI *pfnReleaseSRWLockExclusive)(PSRWLOCK);
|
||||
typedef VOID(WINAPI *pfnAcquireSRWLockExclusive)(PSRWLOCK);
|
||||
typedef BOOLEAN(WINAPI *pfnTryAcquireSRWLockExclusive)(PSRWLOCK);
|
||||
static pfnReleaseSRWLockExclusive pReleaseSRWLockExclusive = NULL;
|
||||
static pfnAcquireSRWLockExclusive pAcquireSRWLockExclusive = NULL;
|
||||
static pfnTryAcquireSRWLockExclusive pTryAcquireSRWLockExclusive = NULL;
|
||||
#endif
|
||||
|
||||
static SDL_mutex *
|
||||
SDL_CreateMutex_srw(void)
|
||||
|
@ -180,11 +173,7 @@ SDL_CreateMutex_cs(void)
|
|||
if (mutex) {
|
||||
/* Initialize */
|
||||
/* On SMP systems, a non-zero spin count generally helps performance */
|
||||
#if __WINRT__
|
||||
InitializeCriticalSectionEx(&mutex->cs, 2000, 0);
|
||||
#else
|
||||
InitializeCriticalSectionAndSpinCount(&mutex->cs, 2000);
|
||||
#endif
|
||||
} else {
|
||||
SDL_OutOfMemory();
|
||||
}
|
||||
|
@ -267,10 +256,6 @@ SDL_CreateMutex(void)
|
|||
const SDL_mutex_impl_t * impl = &SDL_mutex_impl_cs;
|
||||
|
||||
if (!SDL_GetHintBoolean(SDL_HINT_WINDOWS_FORCE_MUTEX_CRITICAL_SECTIONS, SDL_FALSE)) {
|
||||
#if __WINRT__
|
||||
/* Link statically on this platform */
|
||||
impl = &SDL_mutex_impl_srw;
|
||||
#else
|
||||
/* Try faster implementation for Windows 7 and newer */
|
||||
HMODULE kernel32 = GetModuleHandle(TEXT("kernel32.dll"));
|
||||
if (kernel32) {
|
||||
|
@ -283,7 +268,6 @@ SDL_CreateMutex(void)
|
|||
impl = &SDL_mutex_impl_srw;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Copy instead of using pointer to save one level of indirection */
|
||||
|
|
|
@ -76,17 +76,11 @@ static SDL_sem_impl_t SDL_sem_impl_active = {0};
|
|||
#endif
|
||||
|
||||
#if !SDL_WINAPI_FAMILY_PHONE
|
||||
#if __WINRT__
|
||||
/* Functions are guaranteed to be available */
|
||||
#define pWaitOnAddress WaitOnAddress
|
||||
#define pWakeByAddressSingle WakeByAddressSingle
|
||||
#else
|
||||
typedef BOOL(WINAPI *pfnWaitOnAddress)(volatile VOID*, PVOID, SIZE_T, DWORD);
|
||||
typedef VOID(WINAPI *pfnWakeByAddressSingle)(PVOID);
|
||||
|
||||
static pfnWaitOnAddress pWaitOnAddress = NULL;
|
||||
static pfnWakeByAddressSingle pWakeByAddressSingle = NULL;
|
||||
#endif
|
||||
|
||||
typedef struct SDL_semaphore_atom
|
||||
{
|
||||
|
@ -274,11 +268,7 @@ SDL_CreateSemaphore_kern(Uint32 initial_value)
|
|||
sem = (SDL_sem_kern *) SDL_malloc(sizeof(*sem));
|
||||
if (sem) {
|
||||
/* Create the semaphore, with max value 32K */
|
||||
#if __WINRT__
|
||||
sem->id = CreateSemaphoreEx(NULL, initial_value, 32 * 1024, NULL, 0, SEMAPHORE_ALL_ACCESS);
|
||||
#else
|
||||
sem->id = CreateSemaphore(NULL, initial_value, 32 * 1024, NULL);
|
||||
#endif
|
||||
sem->count = initial_value;
|
||||
if (!sem->id) {
|
||||
SDL_SetError("Couldn't create semaphore");
|
||||
|
@ -405,10 +395,6 @@ SDL_CreateSemaphore(Uint32 initial_value)
|
|||
|
||||
#if !SDL_WINAPI_FAMILY_PHONE
|
||||
if (!SDL_GetHintBoolean(SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL, SDL_FALSE)) {
|
||||
#if __WINRT__
|
||||
/* Link statically on this platform */
|
||||
impl = &SDL_sem_impl_atom;
|
||||
#else
|
||||
/* We already statically link to features from this Api
|
||||
* Set (e.g. WaitForSingleObject). Dynamically loading
|
||||
* API Sets is not explicitly documented but according to
|
||||
|
@ -425,7 +411,6 @@ SDL_CreateSemaphore(Uint32 initial_value)
|
|||
impl = &SDL_sem_impl_atom;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
|
|
@ -87,7 +87,7 @@ SDL_SYS_CreateThread(SDL_Thread * thread,
|
|||
pfnSDL_CurrentBeginThread pfnBeginThread,
|
||||
pfnSDL_CurrentEndThread pfnEndThread)
|
||||
{
|
||||
#elif defined(__CYGWIN__) || defined(__WINRT__)
|
||||
#elif defined(__CYGWIN__)
|
||||
int
|
||||
SDL_SYS_CreateThread(SDL_Thread * thread)
|
||||
{
|
||||
|
@ -141,7 +141,6 @@ void
|
|||
SDL_SYS_SetupThread(const char *name)
|
||||
{
|
||||
if (name != NULL) {
|
||||
#ifndef __WINRT__ /* !!! FIXME: There's no LoadLibrary() in WinRT; don't know if SetThreadDescription is available there at all at the moment. */
|
||||
static pfnSetThreadDescription pSetThreadDescription = NULL;
|
||||
static HMODULE kernel32 = 0;
|
||||
|
||||
|
@ -159,7 +158,6 @@ SDL_SYS_SetupThread(const char *name)
|
|||
SDL_free(strw);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Presumably some version of Visual Studio will understand SetThreadDescription(),
|
||||
but we still need to deal with older OSes and debuggers. Set it with the arcane
|
||||
|
|
|
@ -28,18 +28,6 @@
|
|||
#include "SDL_thread.h"
|
||||
#include "../SDL_thread_c.h"
|
||||
|
||||
#if WINAPI_FAMILY_WINRT
|
||||
#include <fibersapi.h>
|
||||
|
||||
#ifndef TLS_OUT_OF_INDEXES
|
||||
#define TLS_OUT_OF_INDEXES FLS_OUT_OF_INDEXES
|
||||
#endif
|
||||
|
||||
#define TlsAlloc() FlsAlloc(NULL)
|
||||
#define TlsSetValue FlsSetValue
|
||||
#define TlsGetValue FlsGetValue
|
||||
#endif
|
||||
|
||||
static DWORD thread_local_storage = TLS_OUT_OF_INDEXES;
|
||||
static SDL_bool generic_local_storage = SDL_FALSE;
|
||||
|
||||
|
|
|
@ -41,7 +41,7 @@ static LARGE_INTEGER ticks_per_second;
|
|||
static void
|
||||
SDL_SetSystemTimerResolution(const UINT uPeriod)
|
||||
{
|
||||
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
|
||||
static UINT timer_period = 0;
|
||||
|
||||
if (uPeriod != timer_period) {
|
||||
|
@ -146,31 +146,11 @@ SDL_GetPerformanceFrequency(void)
|
|||
void
|
||||
SDL_Delay(Uint32 ms)
|
||||
{
|
||||
/* Sleep() is not publicly available to apps in early versions of WinRT.
|
||||
*
|
||||
* Visual C++ 2013 Update 4 re-introduced Sleep() for Windows 8.1 and
|
||||
* Windows Phone 8.1.
|
||||
*
|
||||
* Use the compiler version to determine availability.
|
||||
*
|
||||
* NOTE #1: _MSC_FULL_VER == 180030723 for Visual C++ 2013 Update 3.
|
||||
* NOTE #2: Visual C++ 2013, when compiling for Windows 8.0 and
|
||||
* Windows Phone 8.0, uses the Visual C++ 2012 compiler to build
|
||||
* apps and libraries.
|
||||
*/
|
||||
#if defined(__WINRT__) && defined(_MSC_FULL_VER) && (_MSC_FULL_VER <= 180030723)
|
||||
static HANDLE mutex = 0;
|
||||
if (!mutex) {
|
||||
mutex = CreateEventEx(0, 0, 0, EVENT_ALL_ACCESS);
|
||||
}
|
||||
WaitForSingleObjectEx(mutex, ms, FALSE);
|
||||
#else
|
||||
if (!ticks_started) {
|
||||
SDL_TicksInit();
|
||||
}
|
||||
|
||||
Sleep(ms);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif /* SDL_TIMER_WINDOWS */
|
||||
|
|
|
@ -22,7 +22,7 @@
|
|||
|
||||
#if SDL_VIDEO_OPENGL_EGL
|
||||
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS || SDL_VIDEO_DRIVER_WINRT
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS
|
||||
#include "../core/windows/SDL_windows.h"
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_ANDROID
|
||||
|
@ -73,7 +73,7 @@
|
|||
#define DEFAULT_OGL_ES_PVR "libGLES_CM.so"
|
||||
#define DEFAULT_OGL_ES "libGLESv1_CM.so"
|
||||
|
||||
#elif SDL_VIDEO_DRIVER_WINDOWS || SDL_VIDEO_DRIVER_WINRT
|
||||
#elif SDL_VIDEO_DRIVER_WINDOWS
|
||||
/* EGL AND OpenGL ES support via ANGLE */
|
||||
#define DEFAULT_EGL "libEGL.dll"
|
||||
#define DEFAULT_OGL_ES2 "libGLESv2.dll"
|
||||
|
@ -297,14 +297,14 @@ SDL_EGL_LoadLibraryInternal(_THIS, const char *egl_path)
|
|||
{
|
||||
void *egl_dll_handle = NULL, *opengl_dll_handle = NULL;
|
||||
const char *path = NULL;
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS || SDL_VIDEO_DRIVER_WINRT
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS
|
||||
const char *d3dcompiler;
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_RPI
|
||||
SDL_bool vc4 = (0 == access("/sys/module/vc4/", F_OK));
|
||||
#endif
|
||||
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS || SDL_VIDEO_DRIVER_WINRT
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS
|
||||
d3dcompiler = SDL_GetHint(SDL_HINT_VIDEO_WIN_D3DCOMPILER);
|
||||
if (d3dcompiler) {
|
||||
if (SDL_strcasecmp(d3dcompiler, "none") != 0) {
|
||||
|
@ -510,7 +510,6 @@ SDL_EGL_LoadLibrary(_THIS, const char *egl_path, NativeDisplayType native_displa
|
|||
|
||||
_this->egl_data->egl_display = EGL_NO_DISPLAY;
|
||||
|
||||
#if !defined(__WINRT__)
|
||||
#if !defined(SDL_VIDEO_DRIVER_VITA)
|
||||
if (platform) {
|
||||
/* EGL 1.5 allows querying for client version with EGL_NO_DISPLAY
|
||||
|
@ -552,7 +551,6 @@ SDL_EGL_LoadLibrary(_THIS, const char *egl_path, NativeDisplayType native_displa
|
|||
*_this->gl_config.driver_path = '\0';
|
||||
return SDL_SetError("Could not initialize EGL");
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Get the EGL version with a valid egl_display, for EGL <= 1.4 */
|
||||
SDL_EGL_GetVersion(_this);
|
||||
|
|
|
@ -352,7 +352,7 @@ scale_mat(const Uint32 *src, int src_w, int src_h, int src_pitch,
|
|||
# define CAST_uint32x2_t (uint32x2_t)
|
||||
#endif
|
||||
|
||||
#if defined(__WINRT__) || defined(_MSC_VER)
|
||||
#if defined(_MSC_VER)
|
||||
# if defined(HAVE_NEON_INTRINSICS)
|
||||
# undef CAST_uint8x8_t
|
||||
# undef CAST_uint32x2_t
|
||||
|
|
|
@ -451,7 +451,6 @@ typedef struct VideoBootStrap
|
|||
extern VideoBootStrap COCOA_bootstrap;
|
||||
extern VideoBootStrap X11_bootstrap;
|
||||
extern VideoBootStrap WINDOWS_bootstrap;
|
||||
extern VideoBootStrap WINRT_bootstrap;
|
||||
extern VideoBootStrap HAIKU_bootstrap;
|
||||
extern VideoBootStrap PND_bootstrap;
|
||||
extern VideoBootStrap UIKIT_bootstrap;
|
||||
|
|
|
@ -76,9 +76,6 @@ static VideoBootStrap *bootstrap[] = {
|
|||
#if SDL_VIDEO_DRIVER_WINDOWS
|
||||
&WINDOWS_bootstrap,
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_WINRT
|
||||
&WINRT_bootstrap,
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_HAIKU
|
||||
&HAIKU_bootstrap,
|
||||
#endif
|
||||
|
@ -1335,10 +1332,6 @@ SDL_RestoreMousePosition(SDL_Window *window)
|
|||
}
|
||||
}
|
||||
|
||||
#if __WINRT__
|
||||
extern Uint32 WINRT_DetectWindowFlags(SDL_Window * window);
|
||||
#endif
|
||||
|
||||
static int
|
||||
SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
|
||||
{
|
||||
|
@ -1381,30 +1374,6 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
|
|||
return 0;
|
||||
}
|
||||
}
|
||||
#elif __WINRT__ && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
/* HACK: WinRT 8.x apps can't choose whether or not they are fullscreen
|
||||
or not. The user can choose this, via OS-provided UI, but this can't
|
||||
be set programmatically.
|
||||
|
||||
Just look at what SDL's WinRT video backend code detected with regards
|
||||
to fullscreen (being active, or not), and figure out a return/error code
|
||||
from that.
|
||||
*/
|
||||
if (fullscreen == !(WINRT_DetectWindowFlags(window) & FULLSCREEN_MASK)) {
|
||||
/* Uh oh, either:
|
||||
1. fullscreen was requested, and we're already windowed
|
||||
2. windowed-mode was requested, and we're already fullscreen
|
||||
|
||||
WinRT 8.x can't resolve either programmatically, so we're
|
||||
giving up.
|
||||
*/
|
||||
return -1;
|
||||
} else {
|
||||
/* Whatever was requested, fullscreen or windowed mode, is already
|
||||
in-place.
|
||||
*/
|
||||
return 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
display = SDL_GetDisplayForWindow(window);
|
||||
|
@ -1758,18 +1727,6 @@ SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags)
|
|||
}
|
||||
#endif
|
||||
|
||||
#if __WINRT__ && (NTDDI_VERSION < NTDDI_WIN10)
|
||||
/* HACK: WinRT 8.x apps can't choose whether or not they are fullscreen
|
||||
or not. The user can choose this, via OS-provided UI, but this can't
|
||||
be set programmatically.
|
||||
|
||||
Just look at what SDL's WinRT video backend code detected with regards
|
||||
to fullscreen (being active, or not), and figure out a return/error code
|
||||
from that.
|
||||
*/
|
||||
flags = window->flags;
|
||||
#endif
|
||||
|
||||
if (title) {
|
||||
SDL_SetWindowTitle(window, title);
|
||||
}
|
||||
|
@ -4417,9 +4374,6 @@ SDL_GetMessageBoxCount(void)
|
|||
#if SDL_VIDEO_DRIVER_WINDOWS
|
||||
#include "windows/SDL_windowsmessagebox.h"
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_WINRT
|
||||
#include "winrt/SDL_winrtmessagebox.h"
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_COCOA
|
||||
#include "cocoa/SDL_cocoamessagebox.h"
|
||||
#endif
|
||||
|
@ -4442,7 +4396,7 @@ SDL_GetMessageBoxCount(void)
|
|||
#include "vita/SDL_vitamessagebox.h"
|
||||
#endif
|
||||
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS || SDL_VIDEO_DRIVER_WINRT || SDL_VIDEO_DRIVER_COCOA || SDL_VIDEO_DRIVER_UIKIT || SDL_VIDEO_DRIVER_X11 || SDL_VIDEO_DRIVER_WAYLAND || SDL_VIDEO_DRIVER_HAIKU || SDL_VIDEO_DRIVER_RISCOS
|
||||
#if SDL_VIDEO_DRIVER_WINDOWS || SDL_VIDEO_DRIVER_COCOA || SDL_VIDEO_DRIVER_UIKIT || SDL_VIDEO_DRIVER_X11 || SDL_VIDEO_DRIVER_WAYLAND || SDL_VIDEO_DRIVER_HAIKU || SDL_VIDEO_DRIVER_RISCOS
|
||||
static SDL_bool SDL_MessageboxValidForDriver(const SDL_MessageBoxData *messageboxdata, SDL_SYSWM_TYPE drivertype)
|
||||
{
|
||||
SDL_SysWMinfo info;
|
||||
|
@ -4515,13 +4469,6 @@ SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid)
|
|||
retval = 0;
|
||||
}
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_WINRT
|
||||
if (retval == -1 &&
|
||||
SDL_MessageboxValidForDriver(messageboxdata, SDL_SYSWM_WINRT) &&
|
||||
WINRT_ShowMessageBox(messageboxdata, buttonid) == 0) {
|
||||
retval = 0;
|
||||
}
|
||||
#endif
|
||||
#if SDL_VIDEO_DRIVER_COCOA
|
||||
if (retval == -1 &&
|
||||
SDL_MessageboxValidForDriver(messageboxdata, SDL_SYSWM_COCOA) &&
|
||||
|
|
|
@ -1,153 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
/*
|
||||
* Windows includes:
|
||||
*/
|
||||
#include <Windows.h>
|
||||
using namespace Windows::UI::Core;
|
||||
using Windows::UI::Core::CoreCursor;
|
||||
|
||||
/*
|
||||
* SDL includes:
|
||||
*/
|
||||
#include "SDL_winrtevents_c.h"
|
||||
#include "../../core/winrt/SDL_winrtapp_common.h"
|
||||
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
|
||||
#include "../../core/winrt/SDL_winrtapp_xaml.h"
|
||||
#include "SDL_system.h"
|
||||
|
||||
extern "C" {
|
||||
#include "../../thread/SDL_systhread.h"
|
||||
#include "../SDL_sysvideo.h"
|
||||
#include "../../events/SDL_events_c.h"
|
||||
}
|
||||
|
||||
|
||||
/* Forward declarations */
|
||||
static void WINRT_YieldXAMLThread();
|
||||
|
||||
|
||||
/* Global event management */
|
||||
|
||||
void
|
||||
WINRT_PumpEvents(_THIS)
|
||||
{
|
||||
if (SDL_WinRTGlobalApp) {
|
||||
SDL_WinRTGlobalApp->PumpEvents();
|
||||
} else if (WINRT_XAMLWasEnabled) {
|
||||
WINRT_YieldXAMLThread();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* XAML Thread management */
|
||||
|
||||
enum SDL_XAMLAppThreadState
|
||||
{
|
||||
ThreadState_NotLaunched = 0,
|
||||
ThreadState_Running,
|
||||
ThreadState_Yielding
|
||||
};
|
||||
|
||||
static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched;
|
||||
static SDL_Thread * _XAMLThread = nullptr;
|
||||
static SDL_mutex * _mutex = nullptr;
|
||||
static SDL_cond * _cond = nullptr;
|
||||
|
||||
static void
|
||||
WINRT_YieldXAMLThread()
|
||||
{
|
||||
SDL_LockMutex(_mutex);
|
||||
SDL_assert(_threadState == ThreadState_Running);
|
||||
_threadState = ThreadState_Yielding;
|
||||
SDL_UnlockMutex(_mutex);
|
||||
|
||||
SDL_CondSignal(_cond);
|
||||
|
||||
SDL_LockMutex(_mutex);
|
||||
while (_threadState != ThreadState_Running) {
|
||||
SDL_CondWait(_cond, _mutex);
|
||||
}
|
||||
SDL_UnlockMutex(_mutex);
|
||||
}
|
||||
|
||||
static int
|
||||
WINRT_XAMLThreadMain(void * userdata)
|
||||
{
|
||||
// TODO, WinRT: pass the C-style main() a reasonably realistic
|
||||
// representation of command line arguments.
|
||||
int argc = 0;
|
||||
char **argv = NULL;
|
||||
return WINRT_SDLAppEntryPoint(argc, argv);
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_CycleXAMLThread(void)
|
||||
{
|
||||
switch (_threadState) {
|
||||
case ThreadState_NotLaunched:
|
||||
{
|
||||
_cond = SDL_CreateCond();
|
||||
|
||||
_mutex = SDL_CreateMutex();
|
||||
_threadState = ThreadState_Running;
|
||||
_XAMLThread = SDL_CreateThreadInternal(WINRT_XAMLThreadMain, "SDL/XAML App Thread", 0, nullptr);
|
||||
|
||||
SDL_LockMutex(_mutex);
|
||||
while (_threadState != ThreadState_Yielding) {
|
||||
SDL_CondWait(_cond, _mutex);
|
||||
}
|
||||
SDL_UnlockMutex(_mutex);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case ThreadState_Running:
|
||||
{
|
||||
SDL_assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
case ThreadState_Yielding:
|
||||
{
|
||||
SDL_LockMutex(_mutex);
|
||||
SDL_assert(_threadState == ThreadState_Yielding);
|
||||
_threadState = ThreadState_Running;
|
||||
SDL_UnlockMutex(_mutex);
|
||||
|
||||
SDL_CondSignal(_cond);
|
||||
|
||||
SDL_LockMutex(_mutex);
|
||||
while (_threadState != ThreadState_Yielding) {
|
||||
SDL_CondWait(_cond, _mutex);
|
||||
}
|
||||
SDL_UnlockMutex(_mutex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,83 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
extern "C" {
|
||||
#include "../SDL_sysvideo.h"
|
||||
}
|
||||
|
||||
/*
|
||||
* Internal-use, C-style functions:
|
||||
*/
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
extern void WINRT_InitTouch(_THIS);
|
||||
extern void WINRT_PumpEvents(_THIS);
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
* Internal-use, C++/CX functions:
|
||||
*/
|
||||
#ifdef __cplusplus_winrt
|
||||
|
||||
/* Pointers (Mice, Touch, etc.) */
|
||||
typedef enum {
|
||||
NormalizeZeroToOne,
|
||||
TransformToSDLWindowSize
|
||||
} WINRT_CursorNormalizationType;
|
||||
extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window,
|
||||
Windows::Foundation::Point rawPosition,
|
||||
WINRT_CursorNormalizationType normalization);
|
||||
extern SDL_bool WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt, Uint8 *button, Uint8 *pressed);
|
||||
extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
|
||||
extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args);
|
||||
|
||||
/* Keyboard */
|
||||
extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
|
||||
extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
|
||||
extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args);
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
extern void WINTRT_InitialiseInputPaneEvents(_THIS);
|
||||
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 */
|
||||
extern void WINRT_CycleXAMLThread(void);
|
||||
|
||||
#endif // ifdef __cplusplus_winrt
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,196 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
/* Windows includes */
|
||||
#include <roapi.h>
|
||||
#include <windows.foundation.h>
|
||||
#include <windows.system.h>
|
||||
|
||||
|
||||
/* SDL includes */
|
||||
extern "C" {
|
||||
#include "SDL_mouse.h"
|
||||
#include "../SDL_sysvideo.h"
|
||||
}
|
||||
#include "SDL_winrtvideo_cpp.h"
|
||||
|
||||
|
||||
/* Game Bar events can come in off the main thread. Use the following
|
||||
WinRT CoreDispatcher to deal with them on SDL's thread.
|
||||
*/
|
||||
static Platform::WeakReference WINRT_MainThreadDispatcher;
|
||||
|
||||
|
||||
/* Win10's initial SDK (the 10.0.10240.0 release) does not include references
|
||||
to Game Bar APIs, as the Game Bar was released via Win10 10.0.10586.0.
|
||||
|
||||
Declare its WinRT/COM interface here, to allow compilation with earlier
|
||||
Windows SDKs.
|
||||
*/
|
||||
MIDL_INTERFACE("1DB9A292-CC78-4173-BE45-B61E67283EA7")
|
||||
IGameBarStatics_ : public IInspectable
|
||||
{
|
||||
public:
|
||||
virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged(
|
||||
__FIEventHandler_1_IInspectable *handler,
|
||||
Windows::Foundation::EventRegistrationToken *token) = 0;
|
||||
|
||||
virtual HRESULT STDMETHODCALLTYPE remove_VisibilityChanged(
|
||||
Windows::Foundation::EventRegistrationToken token) = 0;
|
||||
|
||||
virtual HRESULT STDMETHODCALLTYPE add_IsInputRedirectedChanged(
|
||||
__FIEventHandler_1_IInspectable *handler,
|
||||
Windows::Foundation::EventRegistrationToken *token) = 0;
|
||||
|
||||
virtual HRESULT STDMETHODCALLTYPE remove_IsInputRedirectedChanged(
|
||||
Windows::Foundation::EventRegistrationToken token) = 0;
|
||||
|
||||
virtual HRESULT STDMETHODCALLTYPE get_Visible(
|
||||
boolean *value) = 0;
|
||||
|
||||
virtual HRESULT STDMETHODCALLTYPE get_IsInputRedirected(
|
||||
boolean *value) = 0;
|
||||
};
|
||||
|
||||
/* Declare the game bar's COM GUID */
|
||||
static GUID IID_IGameBarStatics_ = { MAKELONG(0xA292, 0x1DB9), 0xCC78, 0x4173, { 0xBE, 0x45, 0xB6, 0x1E, 0x67, 0x28, 0x3E, 0xA7 } };
|
||||
|
||||
/* Retrieves a pointer to the game bar, or NULL if it is not available.
|
||||
If a pointer is returned, it's ->Release() method must be called
|
||||
after the caller has finished using it.
|
||||
*/
|
||||
static IGameBarStatics_ *
|
||||
WINRT_GetGameBar()
|
||||
{
|
||||
wchar_t *wClassName = L"Windows.Gaming.UI.GameBar";
|
||||
HSTRING hClassName;
|
||||
IActivationFactory *pActivationFactory = NULL;
|
||||
IGameBarStatics_ *pGameBar = NULL;
|
||||
HRESULT hr;
|
||||
|
||||
hr = ::WindowsCreateString(wClassName, (UINT32)SDL_wcslen(wClassName), &hClassName);
|
||||
if (FAILED(hr)) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory);
|
||||
if (FAILED(hr)) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
pActivationFactory->QueryInterface(IID_IGameBarStatics_, (void **) &pGameBar);
|
||||
|
||||
done:
|
||||
if (pActivationFactory) {
|
||||
pActivationFactory->Release();
|
||||
}
|
||||
if (hClassName) {
|
||||
::WindowsDeleteString(hClassName);
|
||||
}
|
||||
return pGameBar;
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_HandleGameBarIsInputRedirected_MainThread()
|
||||
{
|
||||
IGameBarStatics_ *gameBar;
|
||||
boolean isInputRedirected = 0;
|
||||
if (!WINRT_MainThreadDispatcher) {
|
||||
/* The game bar event handler has been deregistered! */
|
||||
return;
|
||||
}
|
||||
gameBar = WINRT_GetGameBar();
|
||||
if (!gameBar) {
|
||||
/* Shouldn't happen, but just in case... */
|
||||
return;
|
||||
}
|
||||
if (SUCCEEDED(gameBar->get_IsInputRedirected(&isInputRedirected))) {
|
||||
if ( ! isInputRedirected) {
|
||||
/* Input-control is now back to the SDL app. Restore the cursor,
|
||||
in case Windows does not (it does not in either Win10
|
||||
10.0.10240.0 or 10.0.10586.0, maybe later version(s) too.
|
||||
*/
|
||||
SDL_Cursor *cursor = SDL_GetCursor();
|
||||
SDL_SetCursor(cursor);
|
||||
}
|
||||
}
|
||||
gameBar->Release();
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_HandleGameBarIsInputRedirected_NonMainThread(Platform::Object ^ o1, Platform::Object ^o2)
|
||||
{
|
||||
Windows::UI::Core::CoreDispatcher ^dispatcher = WINRT_MainThreadDispatcher.Resolve<Windows::UI::Core::CoreDispatcher>();
|
||||
if (dispatcher) {
|
||||
dispatcher->RunAsync(
|
||||
Windows::UI::Core::CoreDispatcherPriority::Normal,
|
||||
ref new Windows::UI::Core::DispatchedHandler(&WINRT_HandleGameBarIsInputRedirected_MainThread));
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_InitGameBar(_THIS)
|
||||
{
|
||||
SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata;
|
||||
IGameBarStatics_ *gameBar = WINRT_GetGameBar();
|
||||
if (gameBar) {
|
||||
/* GameBar.IsInputRedirected events can come in via something other than
|
||||
the main/SDL thread.
|
||||
|
||||
Get a WinRT 'CoreDispatcher' that can be used to call back into the
|
||||
SDL thread.
|
||||
*/
|
||||
WINRT_MainThreadDispatcher = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher;
|
||||
Windows::Foundation::EventHandler<Platform::Object ^> ^handler = \
|
||||
ref new Windows::Foundation::EventHandler<Platform::Object ^>(&WINRT_HandleGameBarIsInputRedirected_NonMainThread);
|
||||
__FIEventHandler_1_IInspectable * pHandler = reinterpret_cast<__FIEventHandler_1_IInspectable *>(handler);
|
||||
gameBar->add_IsInputRedirectedChanged(pHandler, &driverdata->gameBarIsInputRedirectedToken);
|
||||
gameBar->Release();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_QuitGameBar(_THIS)
|
||||
{
|
||||
SDL_VideoData *driverdata;
|
||||
IGameBarStatics_ *gameBar;
|
||||
if (!_this || !_this->driverdata) {
|
||||
return;
|
||||
}
|
||||
gameBar = WINRT_GetGameBar();
|
||||
if (!gameBar) {
|
||||
return;
|
||||
}
|
||||
driverdata = (SDL_VideoData *)_this->driverdata;
|
||||
if (driverdata->gameBarIsInputRedirectedToken.Value) {
|
||||
gameBar->remove_IsInputRedirectedChanged(driverdata->gameBarIsInputRedirectedToken);
|
||||
driverdata->gameBarIsInputRedirectedToken.Value = 0;
|
||||
}
|
||||
WINRT_MainThreadDispatcher = nullptr;
|
||||
gameBar->Release();
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,35 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#ifndef SDL_winrtgamebar_h_
|
||||
#define SDL_winrtgamebar_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
/* These are exported as C++ functions, rather than C, to fix a compilation
|
||||
bug with MSVC 2013, for Windows 8.x builds. */
|
||||
extern void WINRT_InitGameBar(_THIS);
|
||||
extern void WINRT_QuitGameBar(_THIS);
|
||||
#endif
|
||||
|
||||
#endif /* SDL_winrtgamebar_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,466 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
/* Windows-specific includes */
|
||||
#include <Windows.h>
|
||||
#include <agile.h>
|
||||
|
||||
|
||||
/* SDL-specific includes */
|
||||
#include "SDL.h"
|
||||
#include "SDL_winrtevents_c.h"
|
||||
|
||||
extern "C" {
|
||||
#include "../../events/scancodes_windows.h"
|
||||
#include "../../events/SDL_keyboard_c.h"
|
||||
}
|
||||
|
||||
|
||||
static SDL_Scancode WinRT_Official_Keycodes[] = {
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.None -- 0 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.LeftButton -- 1 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.RightButton -- 2 */
|
||||
SDL_SCANCODE_CANCEL, /* VirtualKey.Cancel -- 3 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.MiddleButton -- 4 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.XButton1 -- 5 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.XButton2 -- 6 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 7 */
|
||||
SDL_SCANCODE_BACKSPACE, /* VirtualKey.Back -- 8 */
|
||||
SDL_SCANCODE_TAB, /* VirtualKey.Tab -- 9 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 10 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 11 */
|
||||
SDL_SCANCODE_CLEAR, /* VirtualKey.Clear -- 12 */
|
||||
SDL_SCANCODE_RETURN, /* VirtualKey.Enter -- 13 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 14 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 15 */
|
||||
SDL_SCANCODE_LSHIFT, /* VirtualKey.Shift -- 16 */
|
||||
SDL_SCANCODE_LCTRL, /* VirtualKey.Control -- 17 */
|
||||
SDL_SCANCODE_MENU, /* VirtualKey.Menu -- 18 */
|
||||
SDL_SCANCODE_PAUSE, /* VirtualKey.Pause -- 19 */
|
||||
SDL_SCANCODE_CAPSLOCK, /* VirtualKey.CapitalLock -- 20 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Kana or VirtualKey.Hangul -- 21 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 22 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Junja -- 23 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Final -- 24 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Hanja or VirtualKey.Kanji -- 25 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 26 */
|
||||
SDL_SCANCODE_ESCAPE, /* VirtualKey.Escape -- 27 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Convert -- 28 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.NonConvert -- 29 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Accept -- 30 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.ModeChange -- 31 (maybe SDL_SCANCODE_MODE ?) */
|
||||
SDL_SCANCODE_SPACE, /* VirtualKey.Space -- 32 */
|
||||
SDL_SCANCODE_PAGEUP, /* VirtualKey.PageUp -- 33 */
|
||||
SDL_SCANCODE_PAGEDOWN, /* VirtualKey.PageDown -- 34 */
|
||||
SDL_SCANCODE_END, /* VirtualKey.End -- 35 */
|
||||
SDL_SCANCODE_HOME, /* VirtualKey.Home -- 36 */
|
||||
SDL_SCANCODE_LEFT, /* VirtualKey.Left -- 37 */
|
||||
SDL_SCANCODE_UP, /* VirtualKey.Up -- 38 */
|
||||
SDL_SCANCODE_RIGHT, /* VirtualKey.Right -- 39 */
|
||||
SDL_SCANCODE_DOWN, /* VirtualKey.Down -- 40 */
|
||||
SDL_SCANCODE_SELECT, /* VirtualKey.Select -- 41 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Print -- 42 (maybe SDL_SCANCODE_PRINTSCREEN ?) */
|
||||
SDL_SCANCODE_EXECUTE, /* VirtualKey.Execute -- 43 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Snapshot -- 44 */
|
||||
SDL_SCANCODE_INSERT, /* VirtualKey.Insert -- 45 */
|
||||
SDL_SCANCODE_DELETE, /* VirtualKey.Delete -- 46 */
|
||||
SDL_SCANCODE_HELP, /* VirtualKey.Help -- 47 */
|
||||
SDL_SCANCODE_0, /* VirtualKey.Number0 -- 48 */
|
||||
SDL_SCANCODE_1, /* VirtualKey.Number1 -- 49 */
|
||||
SDL_SCANCODE_2, /* VirtualKey.Number2 -- 50 */
|
||||
SDL_SCANCODE_3, /* VirtualKey.Number3 -- 51 */
|
||||
SDL_SCANCODE_4, /* VirtualKey.Number4 -- 52 */
|
||||
SDL_SCANCODE_5, /* VirtualKey.Number5 -- 53 */
|
||||
SDL_SCANCODE_6, /* VirtualKey.Number6 -- 54 */
|
||||
SDL_SCANCODE_7, /* VirtualKey.Number7 -- 55 */
|
||||
SDL_SCANCODE_8, /* VirtualKey.Number8 -- 56 */
|
||||
SDL_SCANCODE_9, /* VirtualKey.Number9 -- 57 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 58 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 59 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 60 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 61 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 62 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 63 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 64 */
|
||||
SDL_SCANCODE_A, /* VirtualKey.A -- 65 */
|
||||
SDL_SCANCODE_B, /* VirtualKey.B -- 66 */
|
||||
SDL_SCANCODE_C, /* VirtualKey.C -- 67 */
|
||||
SDL_SCANCODE_D, /* VirtualKey.D -- 68 */
|
||||
SDL_SCANCODE_E, /* VirtualKey.E -- 69 */
|
||||
SDL_SCANCODE_F, /* VirtualKey.F -- 70 */
|
||||
SDL_SCANCODE_G, /* VirtualKey.G -- 71 */
|
||||
SDL_SCANCODE_H, /* VirtualKey.H -- 72 */
|
||||
SDL_SCANCODE_I, /* VirtualKey.I -- 73 */
|
||||
SDL_SCANCODE_J, /* VirtualKey.J -- 74 */
|
||||
SDL_SCANCODE_K, /* VirtualKey.K -- 75 */
|
||||
SDL_SCANCODE_L, /* VirtualKey.L -- 76 */
|
||||
SDL_SCANCODE_M, /* VirtualKey.M -- 77 */
|
||||
SDL_SCANCODE_N, /* VirtualKey.N -- 78 */
|
||||
SDL_SCANCODE_O, /* VirtualKey.O -- 79 */
|
||||
SDL_SCANCODE_P, /* VirtualKey.P -- 80 */
|
||||
SDL_SCANCODE_Q, /* VirtualKey.Q -- 81 */
|
||||
SDL_SCANCODE_R, /* VirtualKey.R -- 82 */
|
||||
SDL_SCANCODE_S, /* VirtualKey.S -- 83 */
|
||||
SDL_SCANCODE_T, /* VirtualKey.T -- 84 */
|
||||
SDL_SCANCODE_U, /* VirtualKey.U -- 85 */
|
||||
SDL_SCANCODE_V, /* VirtualKey.V -- 86 */
|
||||
SDL_SCANCODE_W, /* VirtualKey.W -- 87 */
|
||||
SDL_SCANCODE_X, /* VirtualKey.X -- 88 */
|
||||
SDL_SCANCODE_Y, /* VirtualKey.Y -- 89 */
|
||||
SDL_SCANCODE_Z, /* VirtualKey.Z -- 90 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.LeftWindows -- 91 (maybe SDL_SCANCODE_APPLICATION or SDL_SCANCODE_LGUI ?) */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.RightWindows -- 92 (maybe SDL_SCANCODE_APPLICATION or SDL_SCANCODE_RGUI ?) */
|
||||
SDL_SCANCODE_APPLICATION, /* VirtualKey.Application -- 93 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 94 */
|
||||
SDL_SCANCODE_SLEEP, /* VirtualKey.Sleep -- 95 */
|
||||
SDL_SCANCODE_KP_0, /* VirtualKey.NumberPad0 -- 96 */
|
||||
SDL_SCANCODE_KP_1, /* VirtualKey.NumberPad1 -- 97 */
|
||||
SDL_SCANCODE_KP_2, /* VirtualKey.NumberPad2 -- 98 */
|
||||
SDL_SCANCODE_KP_3, /* VirtualKey.NumberPad3 -- 99 */
|
||||
SDL_SCANCODE_KP_4, /* VirtualKey.NumberPad4 -- 100 */
|
||||
SDL_SCANCODE_KP_5, /* VirtualKey.NumberPad5 -- 101 */
|
||||
SDL_SCANCODE_KP_6, /* VirtualKey.NumberPad6 -- 102 */
|
||||
SDL_SCANCODE_KP_7, /* VirtualKey.NumberPad7 -- 103 */
|
||||
SDL_SCANCODE_KP_8, /* VirtualKey.NumberPad8 -- 104 */
|
||||
SDL_SCANCODE_KP_9, /* VirtualKey.NumberPad9 -- 105 */
|
||||
SDL_SCANCODE_KP_MULTIPLY, /* VirtualKey.Multiply -- 106 */
|
||||
SDL_SCANCODE_KP_PLUS, /* VirtualKey.Add -- 107 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Separator -- 108 */
|
||||
SDL_SCANCODE_KP_MINUS, /* VirtualKey.Subtract -- 109 */
|
||||
SDL_SCANCODE_UNKNOWN, /* VirtualKey.Decimal -- 110 (maybe SDL_SCANCODE_DECIMALSEPARATOR, SDL_SCANCODE_KP_DECIMAL, or SDL_SCANCODE_KP_PERIOD ?) */
|
||||
SDL_SCANCODE_KP_DIVIDE, /* VirtualKey.Divide -- 111 */
|
||||
SDL_SCANCODE_F1, /* VirtualKey.F1 -- 112 */
|
||||
SDL_SCANCODE_F2, /* VirtualKey.F2 -- 113 */
|
||||
SDL_SCANCODE_F3, /* VirtualKey.F3 -- 114 */
|
||||
SDL_SCANCODE_F4, /* VirtualKey.F4 -- 115 */
|
||||
SDL_SCANCODE_F5, /* VirtualKey.F5 -- 116 */
|
||||
SDL_SCANCODE_F6, /* VirtualKey.F6 -- 117 */
|
||||
SDL_SCANCODE_F7, /* VirtualKey.F7 -- 118 */
|
||||
SDL_SCANCODE_F8, /* VirtualKey.F8 -- 119 */
|
||||
SDL_SCANCODE_F9, /* VirtualKey.F9 -- 120 */
|
||||
SDL_SCANCODE_F10, /* VirtualKey.F10 -- 121 */
|
||||
SDL_SCANCODE_F11, /* VirtualKey.F11 -- 122 */
|
||||
SDL_SCANCODE_F12, /* VirtualKey.F12 -- 123 */
|
||||
SDL_SCANCODE_F13, /* VirtualKey.F13 -- 124 */
|
||||
SDL_SCANCODE_F14, /* VirtualKey.F14 -- 125 */
|
||||
SDL_SCANCODE_F15, /* VirtualKey.F15 -- 126 */
|
||||
SDL_SCANCODE_F16, /* VirtualKey.F16 -- 127 */
|
||||
SDL_SCANCODE_F17, /* VirtualKey.F17 -- 128 */
|
||||
SDL_SCANCODE_F18, /* VirtualKey.F18 -- 129 */
|
||||
SDL_SCANCODE_F19, /* VirtualKey.F19 -- 130 */
|
||||
SDL_SCANCODE_F20, /* VirtualKey.F20 -- 131 */
|
||||
SDL_SCANCODE_F21, /* VirtualKey.F21 -- 132 */
|
||||
SDL_SCANCODE_F22, /* VirtualKey.F22 -- 133 */
|
||||
SDL_SCANCODE_F23, /* VirtualKey.F23 -- 134 */
|
||||
SDL_SCANCODE_F24, /* VirtualKey.F24 -- 135 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 136 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 137 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 138 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 139 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 140 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 141 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 142 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 143 */
|
||||
SDL_SCANCODE_NUMLOCKCLEAR, /* VirtualKey.NumberKeyLock -- 144 */
|
||||
SDL_SCANCODE_SCROLLLOCK, /* VirtualKey.Scroll -- 145 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 146 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 147 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 148 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 149 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 150 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 151 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 152 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 153 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 154 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 155 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 156 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 157 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 158 */
|
||||
SDL_SCANCODE_UNKNOWN, /* -- 159 */
|
||||
SDL_SCANCODE_LSHIFT, /* VirtualKey.LeftShift -- 160 */
|
||||
SDL_SCANCODE_RSHIFT, /* VirtualKey.RightShift -- 161 */
|
||||
SDL_SCANCODE_LCTRL, /* VirtualKey.LeftControl -- 162 */
|
||||
SDL_SCANCODE_RCTRL, /* VirtualKey.RightControl -- 163 */
|
||||
SDL_SCANCODE_MENU, /* VirtualKey.LeftMenu -- 164 */
|
||||
SDL_SCANCODE_MENU, /* VirtualKey.RightMenu -- 165 */
|
||||
SDL_SCANCODE_AC_BACK, /* VirtualKey.GoBack -- 166 : The go back key. */
|
||||
SDL_SCANCODE_AC_FORWARD, /* VirtualKey.GoForward -- 167 : The go forward key. */
|
||||
SDL_SCANCODE_AC_REFRESH, /* VirtualKey.Refresh -- 168 : The refresh key. */
|
||||
SDL_SCANCODE_AC_STOP, /* VirtualKey.Stop -- 169 : The stop key. */
|
||||
SDL_SCANCODE_AC_SEARCH, /* VirtualKey.Search -- 170 : The search key. */
|
||||
SDL_SCANCODE_AC_BOOKMARKS, /* VirtualKey.Favorites -- 171 : The favorites key. */
|
||||
SDL_SCANCODE_AC_HOME /* VirtualKey.GoHome -- 172 : The go home key. */
|
||||
};
|
||||
|
||||
/* Attempt to translate a keycode that isn't listed in WinRT's VirtualKey enum.
|
||||
*/
|
||||
static SDL_Scancode
|
||||
WINRT_TranslateUnofficialKeycode(int keycode)
|
||||
{
|
||||
switch (keycode) {
|
||||
case 173: return SDL_SCANCODE_MUTE; /* VK_VOLUME_MUTE */
|
||||
case 174: return SDL_SCANCODE_VOLUMEDOWN; /* VK_VOLUME_DOWN */
|
||||
case 175: return SDL_SCANCODE_VOLUMEUP; /* VK_VOLUME_UP */
|
||||
case 176: return SDL_SCANCODE_AUDIONEXT; /* VK_MEDIA_NEXT_TRACK */
|
||||
case 177: return SDL_SCANCODE_AUDIOPREV; /* VK_MEDIA_PREV_TRACK */
|
||||
// case 178: return ; /* VK_MEDIA_STOP */
|
||||
case 179: return SDL_SCANCODE_AUDIOPLAY; /* VK_MEDIA_PLAY_PAUSE */
|
||||
case 180: return SDL_SCANCODE_MAIL; /* VK_LAUNCH_MAIL */
|
||||
case 181: return SDL_SCANCODE_MEDIASELECT; /* VK_LAUNCH_MEDIA_SELECT */
|
||||
// case 182: return ; /* VK_LAUNCH_APP1 */
|
||||
case 183: return SDL_SCANCODE_CALCULATOR; /* VK_LAUNCH_APP2 */
|
||||
// case 184: return ; /* ... reserved ... */
|
||||
// case 185: return ; /* ... reserved ... */
|
||||
case 186: return SDL_SCANCODE_SEMICOLON; /* VK_OEM_1, ';:' key on US standard keyboards */
|
||||
case 187: return SDL_SCANCODE_EQUALS; /* VK_OEM_PLUS */
|
||||
case 188: return SDL_SCANCODE_COMMA; /* VK_OEM_COMMA */
|
||||
case 189: return SDL_SCANCODE_MINUS; /* VK_OEM_MINUS */
|
||||
case 190: return SDL_SCANCODE_PERIOD; /* VK_OEM_PERIOD */
|
||||
case 191: return SDL_SCANCODE_SLASH; /* VK_OEM_2, '/?' key on US standard keyboards */
|
||||
case 192: return SDL_SCANCODE_GRAVE; /* VK_OEM_3, '`~' key on US standard keyboards */
|
||||
// ?
|
||||
// ... reserved or unassigned ...
|
||||
// ?
|
||||
case 219: return SDL_SCANCODE_LEFTBRACKET; /* VK_OEM_4, '[{' key on US standard keyboards */
|
||||
case 220: return SDL_SCANCODE_BACKSLASH; /* VK_OEM_5, '\|' key on US standard keyboards */
|
||||
case 221: return SDL_SCANCODE_RIGHTBRACKET; /* VK_OEM_6, ']}' key on US standard keyboards */
|
||||
case 222: return SDL_SCANCODE_APOSTROPHE; /* VK_OEM_7, 'single/double quote' on US standard keyboards */
|
||||
default: break;
|
||||
}
|
||||
return SDL_SCANCODE_UNKNOWN;
|
||||
}
|
||||
|
||||
static SDL_Scancode
|
||||
WINRT_TranslateKeycode(int keycode, unsigned int nativeScancode)
|
||||
{
|
||||
// TODO, WinRT: try filling out the WinRT keycode table as much as possible, using the Win32 table for interpretation hints
|
||||
|
||||
SDL_Scancode scancode = SDL_SCANCODE_UNKNOWN;
|
||||
|
||||
/* HACK ALERT: At least one VirtualKey constant (Shift) with a left/right
|
||||
* designation might not get reported with its correct handedness, however
|
||||
* its hardware scan code can fill in the gaps. If this is detected,
|
||||
* use the hardware scan code to try telling if the left, or the right
|
||||
* side's key was used.
|
||||
*
|
||||
* If Microsoft ever allows MapVirtualKey or MapVirtualKeyEx to be used
|
||||
* in WinRT apps, or something similar to these (it doesn't appear to be,
|
||||
* at least not for Windows [Phone] 8/8.1, as of Oct 24, 2014), then this
|
||||
* hack might become deprecated, or obsolete.
|
||||
*/
|
||||
if (nativeScancode < SDL_arraysize(windows_scancode_table)) {
|
||||
switch (keycode) {
|
||||
case 16: // VirtualKey.Shift
|
||||
switch (windows_scancode_table[nativeScancode]) {
|
||||
case SDL_SCANCODE_LSHIFT:
|
||||
case SDL_SCANCODE_RSHIFT:
|
||||
return windows_scancode_table[nativeScancode];
|
||||
}
|
||||
break;
|
||||
|
||||
// Add others, as necessary.
|
||||
//
|
||||
// Unfortunately, this hack doesn't seem to work in determining
|
||||
// handedness with Control keys.
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/* Try to get a documented, WinRT, 'VirtualKey' next (as documented at
|
||||
http://msdn.microsoft.com/en-us/library/windows/apps/windows.system.virtualkey.aspx ).
|
||||
If that fails, fall back to a Win32 virtual key.
|
||||
If that fails, attempt to fall back to a scancode-derived key.
|
||||
*/
|
||||
if (keycode < SDL_arraysize(WinRT_Official_Keycodes)) {
|
||||
scancode = WinRT_Official_Keycodes[keycode];
|
||||
}
|
||||
if (scancode == SDL_SCANCODE_UNKNOWN) {
|
||||
scancode = WINRT_TranslateUnofficialKeycode(keycode);
|
||||
}
|
||||
if (scancode == SDL_SCANCODE_UNKNOWN) {
|
||||
if (nativeScancode < SDL_arraysize(windows_scancode_table)) {
|
||||
scancode = windows_scancode_table[nativeScancode];
|
||||
}
|
||||
}
|
||||
/*
|
||||
if (scancode == SDL_SCANCODE_UNKNOWN) {
|
||||
SDL_Log("WinRT TranslateKeycode, unknown keycode=%d\n", (int)keycode);
|
||||
}
|
||||
*/
|
||||
return scancode;
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args)
|
||||
{
|
||||
SDL_Scancode sdlScancode = WINRT_TranslateKeycode((int)args->VirtualKey, args->KeyStatus.ScanCode);
|
||||
#if 0
|
||||
SDL_Keycode keycode = SDL_GetKeyFromScancode(sdlScancode);
|
||||
SDL_Log("key down, handled=%s, ext?=%s, released?=%s, menu key down?=%s, "
|
||||
"repeat count=%d, native scan code=0x%x, was down?=%s, vkey=%d, "
|
||||
"sdl scan code=%d (%s), sdl key code=%d (%s)\n",
|
||||
(args->Handled ? "1" : "0"),
|
||||
(args->KeyStatus.IsExtendedKey ? "1" : "0"),
|
||||
(args->KeyStatus.IsKeyReleased ? "1" : "0"),
|
||||
(args->KeyStatus.IsMenuKeyDown ? "1" : "0"),
|
||||
args->KeyStatus.RepeatCount,
|
||||
args->KeyStatus.ScanCode,
|
||||
(args->KeyStatus.WasKeyDown ? "1" : "0"),
|
||||
args->VirtualKey,
|
||||
sdlScancode,
|
||||
SDL_GetScancodeName(sdlScancode),
|
||||
keycode,
|
||||
SDL_GetKeyName(keycode));
|
||||
//args->Handled = true;
|
||||
#endif
|
||||
SDL_SendKeyboardKey(SDL_PRESSED, sdlScancode);
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args)
|
||||
{
|
||||
SDL_Scancode sdlScancode = WINRT_TranslateKeycode((int)args->VirtualKey, args->KeyStatus.ScanCode);
|
||||
#if 0
|
||||
SDL_Keycode keycode = SDL_GetKeyFromScancode(sdlScancode);
|
||||
SDL_Log("key up, handled=%s, ext?=%s, released?=%s, menu key down?=%s, "
|
||||
"repeat count=%d, native scan code=0x%x, was down?=%s, vkey=%d, "
|
||||
"sdl scan code=%d (%s), sdl key code=%d (%s)\n",
|
||||
(args->Handled ? "1" : "0"),
|
||||
(args->KeyStatus.IsExtendedKey ? "1" : "0"),
|
||||
(args->KeyStatus.IsKeyReleased ? "1" : "0"),
|
||||
(args->KeyStatus.IsMenuKeyDown ? "1" : "0"),
|
||||
args->KeyStatus.RepeatCount,
|
||||
args->KeyStatus.ScanCode,
|
||||
(args->KeyStatus.WasKeyDown ? "1" : "0"),
|
||||
args->VirtualKey,
|
||||
sdlScancode,
|
||||
SDL_GetScancodeName(sdlScancode),
|
||||
keycode,
|
||||
SDL_GetKeyName(keycode));
|
||||
//args->Handled = true;
|
||||
#endif
|
||||
SDL_SendKeyboardKey(SDL_RELEASED, sdlScancode);
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args)
|
||||
{
|
||||
wchar_t src_ucs2[2];
|
||||
char dest_utf8[16];
|
||||
int result;
|
||||
|
||||
/* Setup src */
|
||||
src_ucs2[0] = args->KeyCode;
|
||||
src_ucs2[1] = L'\0';
|
||||
|
||||
/* Convert the text, then send an SDL_TEXTINPUT event. */
|
||||
result = WideCharToMultiByte(CP_UTF8, 0, (LPCWSTR)&src_ucs2, -1, (LPSTR)dest_utf8, sizeof(dest_utf8), NULL, NULL);
|
||||
if (result > 0) {
|
||||
SDL_SendKeyboardText(dest_utf8);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
|
||||
static bool WINRT_InputPaneVisible = false;
|
||||
|
||||
void WINTRT_OnInputPaneShowing(Windows::UI::ViewManagement::InputPane ^ sender, Windows::UI::ViewManagement::InputPaneVisibilityEventArgs ^ args)
|
||||
{
|
||||
WINRT_InputPaneVisible = true;
|
||||
}
|
||||
|
||||
void WINTRT_OnInputPaneHiding(Windows::UI::ViewManagement::InputPane ^ sender, Windows::UI::ViewManagement::InputPaneVisibilityEventArgs ^ args)
|
||||
{
|
||||
WINRT_InputPaneVisible = false;
|
||||
}
|
||||
|
||||
void WINTRT_InitialiseInputPaneEvents(_THIS)
|
||||
{
|
||||
using namespace Windows::UI::ViewManagement;
|
||||
InputPane ^ inputPane = InputPane::GetForCurrentView();
|
||||
if (inputPane) {
|
||||
inputPane->Showing += ref new Windows::Foundation::TypedEventHandler<Windows::UI::ViewManagement::InputPane ^,
|
||||
Windows::UI::ViewManagement::InputPaneVisibilityEventArgs ^>(&WINTRT_OnInputPaneShowing);
|
||||
inputPane->Hiding += ref new Windows::Foundation::TypedEventHandler<Windows::UI::ViewManagement::InputPane ^,
|
||||
Windows::UI::ViewManagement::InputPaneVisibilityEventArgs ^>(&WINTRT_OnInputPaneHiding);
|
||||
}
|
||||
}
|
||||
|
||||
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) {
|
||||
switch (SDL_WinRTGetDeviceFamily()) {
|
||||
case SDL_WINRT_DEVICEFAMILY_XBOX:
|
||||
//Documentation recommends using inputPane->Visible
|
||||
//https://learn.microsoft.com/en-us/uwp/api/windows.ui.viewmanagement.inputpane.visible?view=winrt-22621
|
||||
//This does not seem to work on latest UWP/Xbox.
|
||||
//Workaround: Listen to Showing/Hiding events
|
||||
if (WINRT_InputPaneVisible) {
|
||||
return SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
//OccludedRect is recommend on universal apps per docs
|
||||
//https://learn.microsoft.com/en-us/uwp/api/windows.ui.viewmanagement.inputpane.visible?view=winrt-22621
|
||||
Windows::Foundation::Rect rect = inputPane->OccludedRect;
|
||||
if (rect.Width > 0 && rect.Height > 0) {
|
||||
return SDL_TRUE;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
#endif // NTDDI_VERSION >= ...
|
||||
|
||||
#endif // SDL_VIDEO_DRIVER_WINRT
|
|
@ -1,118 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
extern "C" {
|
||||
#include "SDL_messagebox.h"
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
}
|
||||
|
||||
#include "SDL_winrtevents_c.h"
|
||||
|
||||
#include <windows.ui.popups.h>
|
||||
using namespace Platform;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::UI::Popups;
|
||||
|
||||
static String ^
|
||||
WINRT_UTF8ToPlatformString(const char * str)
|
||||
{
|
||||
wchar_t * wstr = WIN_UTF8ToString(str);
|
||||
String ^ rtstr = ref new String(wstr);
|
||||
SDL_free(wstr);
|
||||
return rtstr;
|
||||
}
|
||||
|
||||
extern "C" int
|
||||
WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid)
|
||||
{
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
|
||||
/* Sadly, Windows Phone 8 doesn't include the MessageDialog class that
|
||||
* Windows 8.x/RT does, even though MSDN's reference documentation for
|
||||
* Windows Phone 8 mentions it.
|
||||
*
|
||||
* The .NET runtime on Windows Phone 8 does, however, include a
|
||||
* MessageBox class. Perhaps this could be called, somehow?
|
||||
*/
|
||||
return SDL_SetError("SDL_messagebox support is not available for Windows Phone 8.0");
|
||||
#else
|
||||
SDL_VideoDevice *_this = SDL_GetVideoDevice();
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
const int maxbuttons = 2;
|
||||
const char * platform = "Windows Phone 8.1+";
|
||||
#else
|
||||
const int maxbuttons = 3;
|
||||
const char * platform = "Windows 8.x";
|
||||
#endif
|
||||
|
||||
if (messageboxdata->numbuttons > maxbuttons) {
|
||||
return SDL_SetError("WinRT's MessageDialog only supports %d buttons, at most, on %s. %d were requested.",
|
||||
maxbuttons, platform, messageboxdata->numbuttons);
|
||||
}
|
||||
|
||||
/* Build a MessageDialog object and its buttons */
|
||||
MessageDialog ^ dialog = ref new MessageDialog(WINRT_UTF8ToPlatformString(messageboxdata->message));
|
||||
dialog->Title = WINRT_UTF8ToPlatformString(messageboxdata->title);
|
||||
for (int i = 0; i < messageboxdata->numbuttons; ++i) {
|
||||
const SDL_MessageBoxButtonData *sdlButton;
|
||||
if (messageboxdata->flags & SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT) {
|
||||
sdlButton = &messageboxdata->buttons[messageboxdata->numbuttons - 1 - i];
|
||||
} else {
|
||||
sdlButton = &messageboxdata->buttons[i];
|
||||
}
|
||||
UICommand ^ button = ref new UICommand(WINRT_UTF8ToPlatformString(sdlButton->text));
|
||||
button->Id = IntPtr((int)((size_t)(sdlButton - messageboxdata->buttons)));
|
||||
dialog->Commands->Append(button);
|
||||
if (sdlButton->flags & SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT) {
|
||||
dialog->CancelCommandIndex = i;
|
||||
}
|
||||
if (sdlButton->flags & SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT) {
|
||||
dialog->DefaultCommandIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
/* Display the MessageDialog, then wait for it to be closed */
|
||||
/* TODO, WinRT: Find a way to redraw MessageDialog instances if a GPU device-reset occurs during the following event-loop */
|
||||
auto operation = dialog->ShowAsync();
|
||||
while (operation->Status == Windows::Foundation::AsyncStatus::Started) {
|
||||
WINRT_PumpEvents(_this);
|
||||
}
|
||||
|
||||
/* Retrieve results from the MessageDialog and process them accordingly */
|
||||
if (operation->Status != Windows::Foundation::AsyncStatus::Completed) {
|
||||
return SDL_SetError("An unknown error occurred in displaying the WinRT MessageDialog");
|
||||
}
|
||||
if (buttonid) {
|
||||
IntPtr results = safe_cast<IntPtr>(operation->GetResults()->Id);
|
||||
int clicked_index = results.ToInt32();
|
||||
*buttonid = messageboxdata->buttons[clicked_index].buttonid;
|
||||
}
|
||||
return 0;
|
||||
#endif /* if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else */
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
extern int WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid);
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,222 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
/*
|
||||
* Windows includes:
|
||||
*/
|
||||
#include <Windows.h>
|
||||
#include <windows.ui.core.h>
|
||||
using namespace Windows::UI::Core;
|
||||
using Windows::UI::Core::CoreCursor;
|
||||
|
||||
/*
|
||||
* SDL includes:
|
||||
*/
|
||||
extern "C" {
|
||||
#include "../../events/SDL_mouse_c.h"
|
||||
#include "../../events/SDL_touch_c.h"
|
||||
#include "../SDL_sysvideo.h"
|
||||
#include "SDL_events.h"
|
||||
}
|
||||
|
||||
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
|
||||
#include "SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_winrtmouse_c.h"
|
||||
|
||||
|
||||
extern "C" SDL_bool WINRT_UsingRelativeMouseMode = SDL_FALSE;
|
||||
|
||||
|
||||
static SDL_Cursor *
|
||||
WINRT_CreateSystemCursor(SDL_SystemCursor id)
|
||||
{
|
||||
SDL_Cursor *cursor;
|
||||
CoreCursorType cursorType = CoreCursorType::Arrow;
|
||||
|
||||
switch(id)
|
||||
{
|
||||
default:
|
||||
SDL_assert(0);
|
||||
return NULL;
|
||||
case SDL_SYSTEM_CURSOR_ARROW: cursorType = CoreCursorType::Arrow; break;
|
||||
case SDL_SYSTEM_CURSOR_IBEAM: cursorType = CoreCursorType::IBeam; break;
|
||||
case SDL_SYSTEM_CURSOR_WAIT: cursorType = CoreCursorType::Wait; break;
|
||||
case SDL_SYSTEM_CURSOR_CROSSHAIR: cursorType = CoreCursorType::Cross; break;
|
||||
case SDL_SYSTEM_CURSOR_WAITARROW: cursorType = CoreCursorType::Wait; break;
|
||||
case SDL_SYSTEM_CURSOR_SIZENWSE: cursorType = CoreCursorType::SizeNorthwestSoutheast; break;
|
||||
case SDL_SYSTEM_CURSOR_SIZENESW: cursorType = CoreCursorType::SizeNortheastSouthwest; break;
|
||||
case SDL_SYSTEM_CURSOR_SIZEWE: cursorType = CoreCursorType::SizeWestEast; break;
|
||||
case SDL_SYSTEM_CURSOR_SIZENS: cursorType = CoreCursorType::SizeNorthSouth; break;
|
||||
case SDL_SYSTEM_CURSOR_SIZEALL: cursorType = CoreCursorType::SizeAll; break;
|
||||
case SDL_SYSTEM_CURSOR_NO: cursorType = CoreCursorType::UniversalNo; break;
|
||||
case SDL_SYSTEM_CURSOR_HAND: cursorType = CoreCursorType::Hand; break;
|
||||
}
|
||||
|
||||
cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor));
|
||||
if (cursor) {
|
||||
/* Create a pointer to a COM reference to a cursor. The extra
|
||||
pointer is used (on top of the COM reference) to allow the cursor
|
||||
to be referenced by the SDL_cursor's driverdata field, which is
|
||||
a void pointer.
|
||||
*/
|
||||
CoreCursor ^* theCursor = new CoreCursor^(nullptr);
|
||||
*theCursor = ref new CoreCursor(cursorType, 0);
|
||||
cursor->driverdata = (void *) theCursor;
|
||||
} else {
|
||||
SDL_OutOfMemory();
|
||||
}
|
||||
|
||||
return cursor;
|
||||
}
|
||||
|
||||
static SDL_Cursor *
|
||||
WINRT_CreateDefaultCursor()
|
||||
{
|
||||
return WINRT_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
||||
}
|
||||
|
||||
static void
|
||||
WINRT_FreeCursor(SDL_Cursor * cursor)
|
||||
{
|
||||
if (cursor->driverdata) {
|
||||
CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
|
||||
*theCursor = nullptr; // Release the COM reference to the CoreCursor
|
||||
delete theCursor; // Delete the pointer to the COM reference
|
||||
}
|
||||
SDL_free(cursor);
|
||||
}
|
||||
|
||||
static int
|
||||
WINRT_ShowCursor(SDL_Cursor * cursor)
|
||||
{
|
||||
// TODO, WinRT, XAML: make WINRT_ShowCursor work when XAML support is enabled.
|
||||
if ( ! CoreWindow::GetForCurrentThread()) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread();
|
||||
if (cursor) {
|
||||
CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
|
||||
coreWindow->PointerCursor = *theCursor;
|
||||
} else {
|
||||
// HACK ALERT: TL;DR - Hiding the cursor in WinRT/UWP apps is weird, and
|
||||
// a Win32-style cursor resource file must be directly included in apps,
|
||||
// otherwise hiding the cursor will cause mouse-motion data to never be
|
||||
// received.
|
||||
//
|
||||
// Here's the lengthy explanation:
|
||||
//
|
||||
// There are two ways to hide a cursor in WinRT/UWP apps.
|
||||
// Both involve setting the WinRT CoreWindow's (which is somewhat analogous
|
||||
// to a Win32 HWND) 'PointerCursor' property.
|
||||
//
|
||||
// The first way to hide a cursor sets PointerCursor to nullptr. This
|
||||
// is, arguably, the easiest to implement for an app. It does have an
|
||||
// unfortunate side-effect: it'll prevent mouse-motion events from being
|
||||
// sent to the app (via CoreWindow).
|
||||
//
|
||||
// The second way to hide a cursor sets PointerCursor to a transparent
|
||||
// cursor. This allows mouse-motion events to be sent to the app, but is
|
||||
// more difficult to set up, as:
|
||||
// 1. WinRT/UWP, while providing a few stock cursors, does not provide
|
||||
// a completely transparent cursor.
|
||||
// 2. WinRT/UWP allows apps to provide custom-built cursors, but *ONLY*
|
||||
// if they are linked directly inside the app, via Win32-style
|
||||
// cursor resource files. APIs to create cursors at runtime are
|
||||
// not provided to apps, and attempting to link-to or use Win32
|
||||
// cursor-creation APIs could cause an app to fail Windows Store
|
||||
// certification.
|
||||
//
|
||||
// SDL can use either means of hiding the cursor. It provides a Win32-style
|
||||
// set of cursor resource files in its source distribution, inside
|
||||
// src/main/winrt/. If those files are linked to an SDL-for-WinRT/UWP app
|
||||
// (by including them in a MSVC project, for example), SDL will attempt to
|
||||
// use those, if and when the cursor is hidden via SDL APIs. If those
|
||||
// files are not linked in, SDL will attempt to hide the cursor via the
|
||||
// 'set PointerCursor to nullptr' means (which, if you recall, causes
|
||||
// mouse-motion data to NOT be sent to the app!).
|
||||
//
|
||||
// Tech notes:
|
||||
// - SDL's blank cursor resource uses a resource ID of 5000.
|
||||
// - SDL's cursor resources consist of the following two files:
|
||||
// - src/main/winrt/SDL3-WinRTResource_BlankCursor.cur -- cursor pixel data
|
||||
// - src/main/winrt/SDL3-WinRTResources.rc -- declares the cursor resource, and its ID (of 5000)
|
||||
//
|
||||
|
||||
const unsigned int win32CursorResourceID = 5000;
|
||||
CoreCursor ^ blankCursor = ref new CoreCursor(CoreCursorType::Custom, win32CursorResourceID);
|
||||
|
||||
// Set 'PointerCursor' to 'blankCursor' in a way that shouldn't throw
|
||||
// an exception if the app hasn't loaded that resource.
|
||||
ABI::Windows::UI::Core::ICoreCursor * iblankCursor = reinterpret_cast<ABI::Windows::UI::Core::ICoreCursor *>(blankCursor);
|
||||
ABI::Windows::UI::Core::ICoreWindow * icoreWindow = reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow *>(coreWindow);
|
||||
HRESULT hr = icoreWindow->put_PointerCursor(iblankCursor);
|
||||
if (FAILED(hr)) {
|
||||
// The app doesn't contain the cursor resource, or some other error
|
||||
// occurred. Just use the other, but mouse-motion-preventing, means of
|
||||
// hiding the cursor.
|
||||
coreWindow->PointerCursor = nullptr;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
WINRT_SetRelativeMouseMode(SDL_bool enabled)
|
||||
{
|
||||
WINRT_UsingRelativeMouseMode = enabled;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_InitMouse(_THIS)
|
||||
{
|
||||
SDL_Mouse *mouse = SDL_GetMouse();
|
||||
|
||||
/* DLudwig, Dec 3, 2012: WinRT does not currently provide APIs for
|
||||
the following features, AFAIK:
|
||||
- custom cursors (multiple system cursors are, however, available)
|
||||
- programmatically moveable cursors
|
||||
*/
|
||||
|
||||
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
|
||||
//mouse->CreateCursor = WINRT_CreateCursor;
|
||||
mouse->CreateSystemCursor = WINRT_CreateSystemCursor;
|
||||
mouse->ShowCursor = WINRT_ShowCursor;
|
||||
mouse->FreeCursor = WINRT_FreeCursor;
|
||||
//mouse->WarpMouse = WINRT_WarpMouse;
|
||||
mouse->SetRelativeMouseMode = WINRT_SetRelativeMouseMode;
|
||||
|
||||
SDL_SetDefaultCursor(WINRT_CreateDefaultCursor());
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_QuitMouse(_THIS)
|
||||
{
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,40 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#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_winrtmouse_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,203 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT && SDL_VIDEO_OPENGL_EGL
|
||||
|
||||
/* EGL implementation of SDL OpenGL support */
|
||||
|
||||
#include "SDL_winrtvideo_cpp.h"
|
||||
extern "C" {
|
||||
#include "SDL_winrtopengles.h"
|
||||
#include "SDL_loadso.h"
|
||||
#include "../SDL_egl_c.h"
|
||||
}
|
||||
|
||||
/* Windows includes */
|
||||
#include <wrl/client.h>
|
||||
using namespace Windows::UI::Core;
|
||||
|
||||
/* ANGLE/WinRT constants */
|
||||
static const int ANGLE_D3D_FEATURE_LEVEL_ANY = 0;
|
||||
#define EGL_PLATFORM_ANGLE_ANGLE 0x3202
|
||||
#define EGL_PLATFORM_ANGLE_TYPE_ANGLE 0x3203
|
||||
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE 0x3204
|
||||
#define EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE 0x3205
|
||||
#define EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE 0x3208
|
||||
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE 0x3209
|
||||
#define EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE 0x320B
|
||||
#define EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE 0x320F
|
||||
|
||||
#define EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER 0x320B
|
||||
|
||||
|
||||
/*
|
||||
* SDL/EGL top-level implementation
|
||||
*/
|
||||
|
||||
extern "C" int
|
||||
WINRT_GLES_LoadLibrary(_THIS, const char *path)
|
||||
{
|
||||
SDL_VideoData *video_data = (SDL_VideoData *)_this->driverdata;
|
||||
|
||||
if (SDL_EGL_LoadLibrary(_this, path, EGL_DEFAULT_DISPLAY, 0) != 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Load ANGLE/WinRT-specific functions */
|
||||
CreateWinrtEglWindow_Old_Function CreateWinrtEglWindow = (CreateWinrtEglWindow_Old_Function) SDL_LoadFunction(_this->egl_data->opengl_dll_handle, "CreateWinrtEglWindow");
|
||||
if (CreateWinrtEglWindow) {
|
||||
/* 'CreateWinrtEglWindow' was found, which means that an an older
|
||||
* version of ANGLE/WinRT is being used. Continue setting up EGL,
|
||||
* as appropriate to this version of ANGLE.
|
||||
*/
|
||||
|
||||
/* Create an ANGLE/WinRT EGL-window */
|
||||
/* TODO, WinRT: check for XAML usage before accessing the CoreWindow, as not doing so could lead to a crash */
|
||||
CoreWindow ^ native_win = CoreWindow::GetForCurrentThread();
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_win = reinterpret_cast<IUnknown *>(native_win);
|
||||
HRESULT result = CreateWinrtEglWindow(cpp_win, ANGLE_D3D_FEATURE_LEVEL_ANY, &(video_data->winrtEglWindow));
|
||||
if (FAILED(result)) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
/* Call eglGetDisplay and eglInitialize as appropriate. On other
|
||||
* platforms, this would probably get done by SDL_EGL_LoadLibrary,
|
||||
* however ANGLE/WinRT's current implementation (as of Mar 22, 2014) of
|
||||
* eglGetDisplay requires that a C++ object be passed into it, so the
|
||||
* call will be made in this file, a C++ file, instead.
|
||||
*/
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_display = video_data->winrtEglWindow;
|
||||
_this->egl_data->egl_display = ((eglGetDisplay_Old_Function)_this->egl_data->eglGetDisplay)(cpp_display);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_EGL_SetError("Could not get Windows 8.0 EGL display", "eglGetDisplay");
|
||||
}
|
||||
|
||||
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||
return SDL_EGL_SetError("Could not initialize Windows 8.0 EGL", "eglInitialize");
|
||||
}
|
||||
} else {
|
||||
/* Declare some ANGLE/EGL initialization property-sets, as suggested by
|
||||
* MSOpenTech's ANGLE-for-WinRT template apps:
|
||||
*/
|
||||
const EGLint defaultDisplayAttributes[] =
|
||||
{
|
||||
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
||||
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
|
||||
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
|
||||
EGL_NONE,
|
||||
};
|
||||
|
||||
const EGLint fl9_3DisplayAttributes[] =
|
||||
{
|
||||
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
||||
EGL_PLATFORM_ANGLE_MAX_VERSION_MAJOR_ANGLE, 9,
|
||||
EGL_PLATFORM_ANGLE_MAX_VERSION_MINOR_ANGLE, 3,
|
||||
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
|
||||
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
|
||||
EGL_NONE,
|
||||
};
|
||||
|
||||
const EGLint warpDisplayAttributes[] =
|
||||
{
|
||||
EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
|
||||
EGL_PLATFORM_ANGLE_DEVICE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_DEVICE_TYPE_WARP_ANGLE,
|
||||
EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER, EGL_TRUE,
|
||||
EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
|
||||
EGL_NONE,
|
||||
};
|
||||
|
||||
/* 'CreateWinrtEglWindow' was NOT found, which either means that a
|
||||
* newer version of ANGLE/WinRT is being used, or that we don't have
|
||||
* a valid copy of ANGLE.
|
||||
*
|
||||
* Try loading ANGLE as if it were the newer version.
|
||||
*/
|
||||
eglGetPlatformDisplayEXT_Function eglGetPlatformDisplayEXT = (eglGetPlatformDisplayEXT_Function)_this->egl_data->eglGetProcAddress("eglGetPlatformDisplayEXT");
|
||||
if (!eglGetPlatformDisplayEXT) {
|
||||
return SDL_EGL_SetError("Could not retrieve ANGLE/WinRT display function(s)", "eglGetProcAddress");
|
||||
}
|
||||
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP)
|
||||
/* Try initializing EGL at D3D11 Feature Level 10_0+ (which is not
|
||||
* supported on WinPhone 8.x.
|
||||
*/
|
||||
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, defaultDisplayAttributes);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_EGL_SetError("Could not get EGL display for Direct3D 10_0+", "eglGetPlatformDisplayEXT");
|
||||
}
|
||||
|
||||
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE)
|
||||
#endif
|
||||
{
|
||||
/* Try initializing EGL at D3D11 Feature Level 9_3, in case the
|
||||
* 10_0 init fails, or we're on Windows Phone (which only supports
|
||||
* 9_3).
|
||||
*/
|
||||
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, fl9_3DisplayAttributes);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_EGL_SetError("Could not get EGL display for Direct3D 9_3", "eglGetPlatformDisplayEXT");
|
||||
}
|
||||
|
||||
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||
/* Try initializing EGL at D3D11 Feature Level 11_0 on WARP
|
||||
* (a Windows-provided, software rasterizer) if all else fails.
|
||||
*/
|
||||
_this->egl_data->egl_display = eglGetPlatformDisplayEXT(EGL_PLATFORM_ANGLE_ANGLE, EGL_DEFAULT_DISPLAY, warpDisplayAttributes);
|
||||
if (!_this->egl_data->egl_display) {
|
||||
return SDL_EGL_SetError("Could not get EGL display for Direct3D WARP", "eglGetPlatformDisplayEXT");
|
||||
}
|
||||
|
||||
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
|
||||
return SDL_EGL_SetError("Could not initialize WinRT 8.x+ EGL", "eglInitialize");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
extern "C" void
|
||||
WINRT_GLES_UnloadLibrary(_THIS)
|
||||
{
|
||||
SDL_VideoData *video_data = (SDL_VideoData *)_this->driverdata;
|
||||
|
||||
/* Release SDL's own COM reference to the ANGLE/WinRT IWinrtEglWindow */
|
||||
if (video_data->winrtEglWindow) {
|
||||
video_data->winrtEglWindow->Release();
|
||||
video_data->winrtEglWindow = nullptr;
|
||||
}
|
||||
|
||||
/* Perform the bulk of the unloading */
|
||||
SDL_EGL_UnloadLibrary(_this);
|
||||
}
|
||||
|
||||
extern "C" {
|
||||
SDL_EGL_CreateContext_impl(WINRT)
|
||||
SDL_EGL_SwapWindow_impl(WINRT)
|
||||
SDL_EGL_MakeCurrent_impl(WINRT)
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
||||
|
|
@ -1,70 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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"
|
||||
|
||||
#ifndef SDL_winrtopengles_h_
|
||||
#define SDL_winrtopengles_h_
|
||||
|
||||
#if SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL
|
||||
|
||||
#include "../SDL_sysvideo.h"
|
||||
#include "../SDL_egl_c.h"
|
||||
|
||||
/* OpenGLES functions */
|
||||
#define WINRT_GLES_GetAttribute SDL_EGL_GetAttribute
|
||||
#define WINRT_GLES_GetProcAddress SDL_EGL_GetProcAddress
|
||||
#define WINRT_GLES_SetSwapInterval SDL_EGL_SetSwapInterval
|
||||
#define WINRT_GLES_GetSwapInterval SDL_EGL_GetSwapInterval
|
||||
#define WINRT_GLES_DeleteContext SDL_EGL_DeleteContext
|
||||
|
||||
extern int WINRT_GLES_LoadLibrary(_THIS, const char *path);
|
||||
extern void WINRT_GLES_UnloadLibrary(_THIS);
|
||||
extern SDL_GLContext WINRT_GLES_CreateContext(_THIS, SDL_Window * window);
|
||||
extern int WINRT_GLES_SwapWindow(_THIS, SDL_Window * window);
|
||||
extern int WINRT_GLES_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
||||
/* Typedefs for ANGLE/WinRT's C++-based native-display and native-window types,
|
||||
* which are used when calling eglGetDisplay and eglCreateWindowSurface.
|
||||
*/
|
||||
typedef Microsoft::WRL::ComPtr<IUnknown> WINRT_EGLNativeWindowType_Old;
|
||||
|
||||
/* Function pointer typedefs for 'old' ANGLE/WinRT's functions, which may
|
||||
* require that C++ objects be passed in:
|
||||
*/
|
||||
typedef EGLDisplay (EGLAPIENTRY *eglGetDisplay_Old_Function)(WINRT_EGLNativeWindowType_Old);
|
||||
typedef EGLSurface (EGLAPIENTRY *eglCreateWindowSurface_Old_Function)(EGLDisplay, EGLConfig, WINRT_EGLNativeWindowType_Old, const EGLint *);
|
||||
typedef HRESULT (EGLAPIENTRY *CreateWinrtEglWindow_Old_Function)(Microsoft::WRL::ComPtr<IUnknown>, int, IUnknown ** result);
|
||||
|
||||
#endif /* __cplusplus */
|
||||
|
||||
/* Function pointer typedefs for 'new' ANGLE/WinRT functions, which, unlike
|
||||
* the old functions, do not require C++ support and work with plain C.
|
||||
*/
|
||||
typedef EGLDisplay (EGLAPIENTRY *eglGetPlatformDisplayEXT_Function)(EGLenum, void *, const EGLint *);
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL */
|
||||
|
||||
#endif /* SDL_winrtopengles_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,407 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
/* SDL includes */
|
||||
#include "SDL_winrtevents_c.h"
|
||||
#include "SDL_winrtmouse_c.h"
|
||||
#include "SDL_winrtvideo_cpp.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;
|
||||
|
||||
|
||||
void
|
||||
WINRT_InitTouch(_THIS)
|
||||
{
|
||||
SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, "");
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Applies necessary geometric transformations to raw cursor positions:
|
||||
//
|
||||
Windows::Foundation::Point
|
||||
WINRT_TransformCursorPosition(SDL_Window * window,
|
||||
Windows::Foundation::Point rawPosition,
|
||||
WINRT_CursorNormalizationType normalization)
|
||||
{
|
||||
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.
|
||||
|
||||
// TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
|
||||
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;
|
||||
|
||||
// Compute coordinates normalized from 0..1.
|
||||
// If the coordinates need to be sized to the SDL window,
|
||||
// we'll do that after.
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
|
||||
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
|
||||
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
|
||||
#else
|
||||
switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
|
||||
{
|
||||
case DisplayOrientations::Portrait:
|
||||
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
|
||||
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
|
||||
break;
|
||||
case DisplayOrientations::PortraitFlipped:
|
||||
outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
|
||||
outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
|
||||
break;
|
||||
case DisplayOrientations::Landscape:
|
||||
outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
|
||||
outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
|
||||
break;
|
||||
case DisplayOrientations::LandscapeFlipped:
|
||||
outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
|
||||
outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (normalization == TransformToSDLWindowSize) {
|
||||
outputPosition.X *= ((float32) window->w);
|
||||
outputPosition.Y *= ((float32) window->h);
|
||||
}
|
||||
|
||||
return outputPosition;
|
||||
}
|
||||
|
||||
SDL_bool
|
||||
WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt, Uint8 *button, Uint8 *pressed)
|
||||
{
|
||||
using namespace Windows::UI::Input;
|
||||
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
*button = SDL_BUTTON_LEFT;
|
||||
return SDL_TRUE;
|
||||
#else
|
||||
switch (pt->Properties->PointerUpdateKind)
|
||||
{
|
||||
case PointerUpdateKind::LeftButtonPressed:
|
||||
case PointerUpdateKind::LeftButtonReleased:
|
||||
*button = SDL_BUTTON_LEFT;
|
||||
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::LeftButtonPressed);
|
||||
return SDL_TRUE;
|
||||
|
||||
case PointerUpdateKind::RightButtonPressed:
|
||||
case PointerUpdateKind::RightButtonReleased:
|
||||
*button = SDL_BUTTON_RIGHT;
|
||||
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::RightButtonPressed);
|
||||
return SDL_TRUE;
|
||||
|
||||
case PointerUpdateKind::MiddleButtonPressed:
|
||||
case PointerUpdateKind::MiddleButtonReleased:
|
||||
*button = SDL_BUTTON_MIDDLE;
|
||||
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::MiddleButtonPressed);
|
||||
return SDL_TRUE;
|
||||
|
||||
case PointerUpdateKind::XButton1Pressed:
|
||||
case PointerUpdateKind::XButton1Released:
|
||||
*button = SDL_BUTTON_X1;
|
||||
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton1Pressed);
|
||||
return SDL_TRUE;
|
||||
|
||||
case PointerUpdateKind::XButton2Pressed:
|
||||
case PointerUpdateKind::XButton2Released:
|
||||
*button = SDL_BUTTON_X2;
|
||||
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton2Pressed);
|
||||
return SDL_TRUE;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
*button = 0;
|
||||
*pressed = 0;
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
//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_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
|
||||
Uint8 button, pressed;
|
||||
WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed);
|
||||
SDL_assert(pressed == 1);
|
||||
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
|
||||
} else {
|
||||
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
|
||||
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
|
||||
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
window,
|
||||
SDL_TRUE,
|
||||
normalizedPoint.X,
|
||||
normalizedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window || WINRT_UsingRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
|
||||
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
|
||||
|
||||
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
|
||||
/* For some odd reason Moved events are used for multiple mouse buttons */
|
||||
Uint8 button, pressed;
|
||||
if (WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed)) {
|
||||
SDL_SendMouseButton(window, 0, pressed, button);
|
||||
}
|
||||
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
|
||||
} else {
|
||||
SDL_SendTouchMotion(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
window,
|
||||
normalizedPoint.X,
|
||||
normalizedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!WINRT_IsTouchEvent(pointerPoint)) {
|
||||
Uint8 button, pressed;
|
||||
WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed);
|
||||
SDL_assert(pressed == 0);
|
||||
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
|
||||
} else {
|
||||
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
|
||||
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
window,
|
||||
SDL_FALSE,
|
||||
normalizedPoint.X,
|
||||
normalizedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SetMouseFocus(window);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SetMouseFocus(NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
|
||||
SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL);
|
||||
}
|
||||
|
||||
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, TransformToSDLWindowSize);
|
||||
SDL_SendMouseMotion(
|
||||
window,
|
||||
0,
|
||||
1,
|
||||
SDL_lroundf(mouseDeltaInSDLWindowCoords.X),
|
||||
SDL_lroundf(mouseDeltaInSDLWindowCoords.Y));
|
||||
}
|
||||
|
||||
#endif // SDL_VIDEO_DRIVER_WINRT
|
|
@ -1,907 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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_WINRT
|
||||
|
||||
/* WinRT SDL video driver implementation
|
||||
|
||||
Initial work on this was done by David Ludwig (dludwig@pobox.com), and
|
||||
was based off of SDL's "dummy" video driver.
|
||||
*/
|
||||
|
||||
/* Standard C++11 includes */
|
||||
#include <functional>
|
||||
#include <string>
|
||||
#include <sstream>
|
||||
using namespace std;
|
||||
|
||||
/* Windows includes */
|
||||
#include <agile.h>
|
||||
#include <windows.graphics.display.h>
|
||||
#include <windows.system.display.h>
|
||||
#include <dxgi.h>
|
||||
#include <dxgi1_2.h>
|
||||
using namespace Windows::ApplicationModel::Core;
|
||||
using namespace Windows::Foundation;
|
||||
using namespace Windows::Graphics::Display;
|
||||
using namespace Windows::UI::Core;
|
||||
using namespace Windows::UI::ViewManagement;
|
||||
|
||||
|
||||
/* [re]declare Windows GUIDs locally, to limit the amount of external lib(s) SDL has to link to */
|
||||
static const GUID SDL_IID_IDisplayRequest = { 0xe5732044, 0xf49f, 0x4b60, { 0x8d, 0xd4, 0x5e, 0x7e, 0x3a, 0x63, 0x2a, 0xc0 } };
|
||||
static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
|
||||
|
||||
|
||||
/* SDL includes */
|
||||
extern "C" {
|
||||
#include "SDL_video.h"
|
||||
#include "SDL_mouse.h"
|
||||
#include "../SDL_sysvideo.h"
|
||||
#include "../SDL_pixels_c.h"
|
||||
#include "../../events/SDL_events_c.h"
|
||||
#include "../../render/SDL_sysrender.h"
|
||||
#include "SDL_syswm.h"
|
||||
#include "SDL_winrtopengles.h"
|
||||
#include "../../core/windows/SDL_windows.h"
|
||||
}
|
||||
|
||||
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
|
||||
#include "../../core/winrt/SDL_winrtapp_xaml.h"
|
||||
#include "SDL_winrtvideo_cpp.h"
|
||||
#include "SDL_winrtevents_c.h"
|
||||
#include "SDL_winrtgamebar_cpp.h"
|
||||
#include "SDL_winrtmouse_c.h"
|
||||
#include "SDL_main.h"
|
||||
#include "SDL_system.h"
|
||||
#include "SDL_hints.h"
|
||||
|
||||
|
||||
/* Initialization/Query functions */
|
||||
static int WINRT_VideoInit(_THIS);
|
||||
static int WINRT_InitModes(_THIS);
|
||||
static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
|
||||
static void WINRT_VideoQuit(_THIS);
|
||||
|
||||
|
||||
/* Window functions */
|
||||
static int WINRT_CreateWindow(_THIS, SDL_Window * window);
|
||||
static void WINRT_SetWindowSize(_THIS, SDL_Window * window);
|
||||
static void WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
|
||||
static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
|
||||
static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
|
||||
|
||||
|
||||
/* Misc functions */
|
||||
static ABI::Windows::System::Display::IDisplayRequest * WINRT_CreateDisplayRequest(_THIS);
|
||||
extern void WINRT_SuspendScreenSaver(_THIS);
|
||||
|
||||
|
||||
/* SDL-internal globals: */
|
||||
SDL_Window * WINRT_GlobalSDLWindow = NULL;
|
||||
|
||||
|
||||
/* WinRT driver bootstrap functions */
|
||||
|
||||
static void
|
||||
WINRT_DeleteDevice(SDL_VideoDevice * device)
|
||||
{
|
||||
if (device->driverdata) {
|
||||
SDL_VideoData * video_data = (SDL_VideoData *)device->driverdata;
|
||||
if (video_data->winrtEglWindow) {
|
||||
video_data->winrtEglWindow->Release();
|
||||
}
|
||||
SDL_free(video_data);
|
||||
}
|
||||
|
||||
SDL_free(device);
|
||||
}
|
||||
|
||||
static SDL_VideoDevice *
|
||||
WINRT_CreateDevice(void)
|
||||
{
|
||||
SDL_VideoDevice *device;
|
||||
SDL_VideoData *data;
|
||||
|
||||
/* Initialize all variables that we clean on shutdown */
|
||||
device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
|
||||
if (!device) {
|
||||
SDL_OutOfMemory();
|
||||
return (0);
|
||||
}
|
||||
|
||||
data = (SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
|
||||
if (!data) {
|
||||
SDL_OutOfMemory();
|
||||
SDL_free(device);
|
||||
return (0);
|
||||
}
|
||||
device->driverdata = data;
|
||||
|
||||
/* Set the function pointers */
|
||||
device->VideoInit = WINRT_VideoInit;
|
||||
device->VideoQuit = WINRT_VideoQuit;
|
||||
device->CreateSDLWindow = WINRT_CreateWindow;
|
||||
device->SetWindowSize = WINRT_SetWindowSize;
|
||||
device->SetWindowFullscreen = WINRT_SetWindowFullscreen;
|
||||
device->DestroyWindow = WINRT_DestroyWindow;
|
||||
device->SetDisplayMode = WINRT_SetDisplayMode;
|
||||
device->PumpEvents = WINRT_PumpEvents;
|
||||
device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
|
||||
device->SuspendScreenSaver = WINRT_SuspendScreenSaver;
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
device->HasScreenKeyboardSupport = WINRT_HasScreenKeyboardSupport;
|
||||
device->ShowScreenKeyboard = WINRT_ShowScreenKeyboard;
|
||||
device->HideScreenKeyboard = WINRT_HideScreenKeyboard;
|
||||
device->IsScreenKeyboardShown = WINRT_IsScreenKeyboardShown;
|
||||
|
||||
WINTRT_InitialiseInputPaneEvents(device);
|
||||
#endif
|
||||
|
||||
#ifdef SDL_VIDEO_OPENGL_EGL
|
||||
device->GL_LoadLibrary = WINRT_GLES_LoadLibrary;
|
||||
device->GL_GetProcAddress = WINRT_GLES_GetProcAddress;
|
||||
device->GL_UnloadLibrary = WINRT_GLES_UnloadLibrary;
|
||||
device->GL_CreateContext = WINRT_GLES_CreateContext;
|
||||
device->GL_MakeCurrent = WINRT_GLES_MakeCurrent;
|
||||
device->GL_SetSwapInterval = WINRT_GLES_SetSwapInterval;
|
||||
device->GL_GetSwapInterval = WINRT_GLES_GetSwapInterval;
|
||||
device->GL_SwapWindow = WINRT_GLES_SwapWindow;
|
||||
device->GL_DeleteContext = WINRT_GLES_DeleteContext;
|
||||
#endif
|
||||
device->free = WINRT_DeleteDevice;
|
||||
|
||||
return device;
|
||||
}
|
||||
|
||||
#define WINRTVID_DRIVER_NAME "winrt"
|
||||
VideoBootStrap WINRT_bootstrap = {
|
||||
WINRTVID_DRIVER_NAME, "SDL WinRT video driver",
|
||||
WINRT_CreateDevice
|
||||
};
|
||||
|
||||
static void SDLCALL
|
||||
WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
|
||||
{
|
||||
SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
|
||||
|
||||
/* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
|
||||
* from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
|
||||
* is getting registered.
|
||||
*
|
||||
* TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
|
||||
*/
|
||||
if ((oldValue == NULL) && (newValue == NULL)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Start with no orientation flags, then add each in as they're parsed
|
||||
// from newValue.
|
||||
unsigned int orientationFlags = 0;
|
||||
if (newValue) {
|
||||
std::istringstream tokenizer(newValue);
|
||||
while (!tokenizer.eof()) {
|
||||
std::string orientationName;
|
||||
std::getline(tokenizer, orientationName, ' ');
|
||||
if (orientationName == "LandscapeLeft") {
|
||||
orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
|
||||
} else if (orientationName == "LandscapeRight") {
|
||||
orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
|
||||
} else if (orientationName == "Portrait") {
|
||||
orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
|
||||
} else if (orientationName == "PortraitUpsideDown") {
|
||||
orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If no valid orientation flags were specified, use a reasonable set of defaults:
|
||||
if (!orientationFlags) {
|
||||
// TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
|
||||
orientationFlags = (unsigned int) ( \
|
||||
DisplayOrientations::Landscape |
|
||||
DisplayOrientations::LandscapeFlipped |
|
||||
DisplayOrientations::Portrait |
|
||||
DisplayOrientations::PortraitFlipped);
|
||||
}
|
||||
|
||||
// Set the orientation/rotation preferences. Please note that this does
|
||||
// not constitute a 100%-certain lock of a given set of possible
|
||||
// orientations. According to Microsoft's documentation on WinRT [1]
|
||||
// when a device is not capable of being rotated, Windows may ignore
|
||||
// the orientation preferences, and stick to what the device is capable of
|
||||
// displaying.
|
||||
//
|
||||
// [1] Documentation on the 'InitialRotationPreference' setting for a
|
||||
// Windows app's manifest file describes how some orientation/rotation
|
||||
// preferences may be ignored. See
|
||||
// http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
|
||||
// for details. Microsoft's "Display orientation sample" also gives an
|
||||
// outline of how Windows treats device rotation
|
||||
// (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
|
||||
WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations) orientationFlags;
|
||||
}
|
||||
|
||||
int
|
||||
WINRT_VideoInit(_THIS)
|
||||
{
|
||||
SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata;
|
||||
if (WINRT_InitModes(_this) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
|
||||
// TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly.
|
||||
SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
|
||||
|
||||
WINRT_InitMouse(_this);
|
||||
WINRT_InitTouch(_this);
|
||||
WINRT_InitGameBar(_this);
|
||||
if (driverdata) {
|
||||
/* Initialize screensaver-disabling support */
|
||||
driverdata->displayRequest = WINRT_CreateDisplayRequest(_this);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
extern "C"
|
||||
Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat);
|
||||
|
||||
static void
|
||||
WINRT_DXGIModeToSDLDisplayMode(const DXGI_MODE_DESC * dxgiMode, SDL_DisplayMode * sdlMode)
|
||||
{
|
||||
SDL_zerop(sdlMode);
|
||||
sdlMode->w = dxgiMode->Width;
|
||||
sdlMode->h = dxgiMode->Height;
|
||||
sdlMode->refresh_rate = dxgiMode->RefreshRate.Numerator / dxgiMode->RefreshRate.Denominator;
|
||||
sdlMode->format = D3D11_DXGIFormatToSDLPixelFormat(dxgiMode->Format);
|
||||
}
|
||||
|
||||
static int
|
||||
WINRT_AddDisplaysForOutput (_THIS, IDXGIAdapter1 * dxgiAdapter1, int outputIndex)
|
||||
{
|
||||
HRESULT hr;
|
||||
IDXGIOutput * dxgiOutput = NULL;
|
||||
DXGI_OUTPUT_DESC dxgiOutputDesc;
|
||||
SDL_VideoDisplay display;
|
||||
char * displayName = NULL;
|
||||
UINT numModes;
|
||||
DXGI_MODE_DESC * dxgiModes = NULL;
|
||||
int functionResult = -1; /* -1 for failure, 0 for success */
|
||||
DXGI_MODE_DESC modeToMatch, closestMatch;
|
||||
|
||||
SDL_zero(display);
|
||||
|
||||
hr = dxgiAdapter1->EnumOutputs(outputIndex, &dxgiOutput);
|
||||
if (FAILED(hr)) {
|
||||
if (hr != DXGI_ERROR_NOT_FOUND) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter1::EnumOutputs failed", hr);
|
||||
}
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = dxgiOutput->GetDesc(&dxgiOutputDesc);
|
||||
if (FAILED(hr)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDesc failed", hr);
|
||||
goto done;
|
||||
}
|
||||
|
||||
SDL_zero(modeToMatch);
|
||||
modeToMatch.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
modeToMatch.Width = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left);
|
||||
modeToMatch.Height = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top);
|
||||
hr = dxgiOutput->FindClosestMatchingMode(&modeToMatch, &closestMatch, NULL);
|
||||
if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
|
||||
/* DXGI_ERROR_NOT_CURRENTLY_AVAILABLE gets returned by IDXGIOutput::FindClosestMatchingMode
|
||||
when running under the Windows Simulator, which uses Remote Desktop (formerly known as Terminal
|
||||
Services) under the hood. According to the MSDN docs for the similar function,
|
||||
IDXGIOutput::GetDisplayModeList, DXGI_ERROR_NOT_CURRENTLY_AVAILABLE is returned if and
|
||||
when an app is run under a Terminal Services session, hence the assumption.
|
||||
|
||||
In this case, just add an SDL display mode, with approximated values.
|
||||
*/
|
||||
SDL_DisplayMode mode;
|
||||
SDL_zero(mode);
|
||||
display.name = "Windows Simulator / Terminal Services Display";
|
||||
mode.w = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left);
|
||||
mode.h = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top);
|
||||
mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */
|
||||
display.desktop_mode = mode;
|
||||
display.current_mode = mode;
|
||||
if ( ! SDL_AddDisplayMode(&display, &mode)) {
|
||||
goto done;
|
||||
}
|
||||
} else if (FAILED(hr)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr);
|
||||
goto done;
|
||||
} else {
|
||||
displayName = WIN_StringToUTF8(dxgiOutputDesc.DeviceName);
|
||||
display.name = displayName;
|
||||
WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode);
|
||||
display.current_mode = display.desktop_mode;
|
||||
|
||||
hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, NULL);
|
||||
if (FAILED(hr)) {
|
||||
if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
|
||||
// TODO, WinRT: make sure display mode(s) are added when using Terminal Services / Windows Simulator
|
||||
}
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode list size] failed", hr);
|
||||
goto done;
|
||||
}
|
||||
|
||||
dxgiModes = (DXGI_MODE_DESC *)SDL_calloc(numModes, sizeof(DXGI_MODE_DESC));
|
||||
if ( ! dxgiModes) {
|
||||
SDL_OutOfMemory();
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, dxgiModes);
|
||||
if (FAILED(hr)) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode contents] failed", hr);
|
||||
goto done;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < numModes; ++i) {
|
||||
SDL_DisplayMode sdlMode;
|
||||
WINRT_DXGIModeToSDLDisplayMode(&dxgiModes[i], &sdlMode);
|
||||
SDL_AddDisplayMode(&display, &sdlMode);
|
||||
}
|
||||
}
|
||||
|
||||
if (SDL_AddVideoDisplay(&display, SDL_FALSE) < 0) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
functionResult = 0; /* 0 for Success! */
|
||||
done:
|
||||
if (dxgiModes) {
|
||||
SDL_free(dxgiModes);
|
||||
}
|
||||
if (dxgiOutput) {
|
||||
dxgiOutput->Release();
|
||||
}
|
||||
if (displayName) {
|
||||
SDL_free(displayName);
|
||||
}
|
||||
return functionResult;
|
||||
}
|
||||
|
||||
static int
|
||||
WINRT_AddDisplaysForAdapter (_THIS, IDXGIFactory2 * dxgiFactory2, int adapterIndex)
|
||||
{
|
||||
HRESULT hr;
|
||||
IDXGIAdapter1 * dxgiAdapter1;
|
||||
|
||||
hr = dxgiFactory2->EnumAdapters1(adapterIndex, &dxgiAdapter1);
|
||||
if (FAILED(hr)) {
|
||||
if (hr != DXGI_ERROR_NOT_FOUND) {
|
||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory1::EnumAdapters1() failed", hr);
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (int outputIndex = 0; ; ++outputIndex) {
|
||||
if (WINRT_AddDisplaysForOutput(_this, dxgiAdapter1, outputIndex) < 0) {
|
||||
/* HACK: The Windows App Certification Kit 10.0 can fail, when
|
||||
running the Store Apps' test, "Direct3D Feature Test". The
|
||||
certification kit's error is:
|
||||
|
||||
"Application App was not running at the end of the test. It likely crashed or was terminated for having become unresponsive."
|
||||
|
||||
This was caused by SDL/WinRT's DXGI failing to report any
|
||||
outputs. Attempts to get the 1st display-output from the
|
||||
1st display-adapter can fail, with IDXGIAdapter::EnumOutputs
|
||||
returning DXGI_ERROR_NOT_FOUND. This could be a bug in Windows,
|
||||
the Windows App Certification Kit, or possibly in SDL/WinRT's
|
||||
display detection code. Either way, try to detect when this
|
||||
happens, and use a hackish means to create a reasonable-as-possible
|
||||
'display mode'. -- DavidL
|
||||
*/
|
||||
if (adapterIndex == 0 && outputIndex == 0) {
|
||||
SDL_VideoDisplay display;
|
||||
SDL_DisplayMode mode;
|
||||
#if SDL_WINRT_USE_APPLICATIONVIEW
|
||||
ApplicationView ^ appView = ApplicationView::GetForCurrentView();
|
||||
#endif
|
||||
CoreWindow ^ coreWin = CoreWindow::GetForCurrentThread();
|
||||
SDL_zero(display);
|
||||
SDL_zero(mode);
|
||||
display.name = "DXGI Display-detection Workaround";
|
||||
|
||||
/* HACK: ApplicationView's VisibleBounds property, appeared, via testing, to
|
||||
give a better approximation of display-size, than did CoreWindow's
|
||||
Bounds property, insofar that ApplicationView::VisibleBounds seems like
|
||||
it will, at least some of the time, give the full display size (during the
|
||||
failing test), whereas CoreWindow might not. -- DavidL
|
||||
*/
|
||||
|
||||
#if (NTDDI_VERSION >= NTDDI_WIN10) || (SDL_WINRT_USE_APPLICATIONVIEW && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
|
||||
mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Width);
|
||||
mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Height);
|
||||
#else
|
||||
/* On platform(s) that do not support VisibleBounds, such as Windows 8.1,
|
||||
fall back to CoreWindow's Bounds property.
|
||||
*/
|
||||
mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Width);
|
||||
mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Height);
|
||||
#endif
|
||||
|
||||
mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */
|
||||
display.desktop_mode = mode;
|
||||
display.current_mode = mode;
|
||||
if ((SDL_AddDisplayMode(&display, &mode) < 0) ||
|
||||
(SDL_AddVideoDisplay(&display, SDL_FALSE) < 0))
|
||||
{
|
||||
return SDL_SetError("Failed to apply DXGI Display-detection workaround");
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
dxgiAdapter1->Release();
|
||||
return 0;
|
||||
}
|
||||
|
||||
int
|
||||
WINRT_InitModes(_THIS)
|
||||
{
|
||||
/* HACK: Initialize a single display, for whatever screen the app's
|
||||
CoreApplicationView is on.
|
||||
TODO, WinRT: Try initializing multiple displays, one for each monitor.
|
||||
Appropriate WinRT APIs for this seem elusive, though. -- DavidL
|
||||
*/
|
||||
|
||||
HRESULT hr;
|
||||
IDXGIFactory2 * dxgiFactory2 = NULL;
|
||||
|
||||
hr = CreateDXGIFactory1(SDL_IID_IDXGIFactory2, (void **)&dxgiFactory2);
|
||||
if (FAILED(hr)) {
|
||||
return WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory1() failed", hr);
|
||||
}
|
||||
|
||||
for (int adapterIndex = 0; ; ++adapterIndex) {
|
||||
if (WINRT_AddDisplaysForAdapter(_this, dxgiFactory2, adapterIndex) < 0) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int
|
||||
WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_VideoQuit(_THIS)
|
||||
{
|
||||
SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata;
|
||||
if (driverdata && driverdata->displayRequest) {
|
||||
driverdata->displayRequest->Release();
|
||||
driverdata->displayRequest = NULL;
|
||||
}
|
||||
WINRT_QuitGameBar(_this);
|
||||
WINRT_QuitMouse(_this);
|
||||
}
|
||||
|
||||
static const Uint32 WINRT_DetectableFlags =
|
||||
SDL_WINDOW_MAXIMIZED |
|
||||
SDL_WINDOW_FULLSCREEN_DESKTOP |
|
||||
SDL_WINDOW_SHOWN |
|
||||
SDL_WINDOW_HIDDEN |
|
||||
SDL_WINDOW_MOUSE_FOCUS;
|
||||
|
||||
extern "C" Uint32
|
||||
WINRT_DetectWindowFlags(SDL_Window * window)
|
||||
{
|
||||
Uint32 latestFlags = 0;
|
||||
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
||||
bool is_fullscreen = false;
|
||||
|
||||
#if SDL_WINRT_USE_APPLICATIONVIEW
|
||||
if (data->appView) {
|
||||
is_fullscreen = data->appView->IsFullScreenMode;
|
||||
}
|
||||
#elif (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION == NTDDI_WIN8)
|
||||
is_fullscreen = true;
|
||||
#endif
|
||||
|
||||
if (data->coreWindow.Get()) {
|
||||
if (is_fullscreen) {
|
||||
SDL_VideoDisplay * display = SDL_GetDisplayForWindow(window);
|
||||
int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
|
||||
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
|
||||
// On all WinRT platforms, except for WinPhone 8.0, rotate the
|
||||
// window size. This is needed to properly calculate
|
||||
// fullscreen vs. maximized.
|
||||
const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
|
||||
switch (currentOrientation) {
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
|
||||
case DisplayOrientations::Landscape:
|
||||
case DisplayOrientations::LandscapeFlipped:
|
||||
#else
|
||||
case DisplayOrientations::Portrait:
|
||||
case DisplayOrientations::PortraitFlipped:
|
||||
#endif
|
||||
{
|
||||
int tmp = w;
|
||||
w = h;
|
||||
h = tmp;
|
||||
} break;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (display->desktop_mode.w != w || display->desktop_mode.h != h) {
|
||||
latestFlags |= SDL_WINDOW_MAXIMIZED;
|
||||
} else {
|
||||
latestFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
}
|
||||
}
|
||||
|
||||
if (data->coreWindow->Visible) {
|
||||
latestFlags |= SDL_WINDOW_SHOWN;
|
||||
} else {
|
||||
latestFlags |= SDL_WINDOW_HIDDEN;
|
||||
}
|
||||
|
||||
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION < NTDDI_WINBLUE)
|
||||
// data->coreWindow->PointerPosition is not supported on WinPhone 8.0
|
||||
latestFlags |= SDL_WINDOW_MOUSE_FOCUS;
|
||||
#else
|
||||
if (data->coreWindow->Visible && data->coreWindow->Bounds.Contains(data->coreWindow->PointerPosition)) {
|
||||
latestFlags |= SDL_WINDOW_MOUSE_FOCUS;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
return latestFlags;
|
||||
}
|
||||
|
||||
// TODO, WinRT: consider removing WINRT_UpdateWindowFlags, and just calling WINRT_DetectWindowFlags as-appropriate (with appropriate calls to SDL_SendWindowEvent)
|
||||
void
|
||||
WINRT_UpdateWindowFlags(SDL_Window * window, Uint32 mask)
|
||||
{
|
||||
mask &= WINRT_DetectableFlags;
|
||||
if (window) {
|
||||
Uint32 apply = WINRT_DetectWindowFlags(window);
|
||||
if ((apply & mask) & SDL_WINDOW_FULLSCREEN) {
|
||||
window->last_fullscreen_flags = window->flags; // seems necessary to programmatically un-fullscreen, via SDL APIs
|
||||
}
|
||||
window->flags = (window->flags & ~mask) | (apply & mask);
|
||||
}
|
||||
}
|
||||
|
||||
static bool
|
||||
WINRT_IsCoreWindowActive(CoreWindow ^ coreWindow)
|
||||
{
|
||||
/* WinRT does not appear to offer API(s) to determine window-activation state,
|
||||
at least not that I am aware of in Win8 - Win10. As such, SDL tracks this
|
||||
itself, via window-activation events.
|
||||
|
||||
If there *is* an API to track this, it should probably get used instead
|
||||
of the following hack (that uses "SDLHelperWindowActivationState").
|
||||
-- DavidL.
|
||||
*/
|
||||
if (coreWindow->CustomProperties->HasKey("SDLHelperWindowActivationState")) {
|
||||
CoreWindowActivationState activationState = \
|
||||
safe_cast<CoreWindowActivationState>(coreWindow->CustomProperties->Lookup("SDLHelperWindowActivationState"));
|
||||
return (activationState != CoreWindowActivationState::Deactivated);
|
||||
}
|
||||
|
||||
/* Assume that non-SDL tracked windows are active, although this should
|
||||
probably be avoided, if possible.
|
||||
|
||||
This might not even be possible, in normal SDL use, at least as of
|
||||
this writing (Dec 22, 2015; via latest hg.libsdl.org/SDL clone) -- DavidL
|
||||
*/
|
||||
return true;
|
||||
}
|
||||
|
||||
int
|
||||
WINRT_CreateWindow(_THIS, SDL_Window * window)
|
||||
{
|
||||
// Make sure that only one window gets created, at least until multimonitor
|
||||
// support is added.
|
||||
if (WINRT_GlobalSDLWindow != NULL) {
|
||||
return SDL_SetError("WinRT only supports one window");
|
||||
}
|
||||
|
||||
SDL_WindowData *data = new SDL_WindowData; /* use 'new' here as SDL_WindowData may use WinRT/C++ types */
|
||||
if (!data) {
|
||||
return SDL_OutOfMemory();
|
||||
}
|
||||
window->driverdata = data;
|
||||
data->sdlWindow = window;
|
||||
|
||||
/* To note, when XAML support is enabled, access to the CoreWindow will not
|
||||
be possible, at least not via the SDL/XAML thread. Attempts to access it
|
||||
from there will throw exceptions. As such, the SDL_WindowData's
|
||||
'coreWindow' field will only be set (to a non-null value) if XAML isn't
|
||||
enabled.
|
||||
*/
|
||||
if (!WINRT_XAMLWasEnabled) {
|
||||
data->coreWindow = CoreWindow::GetForCurrentThread();
|
||||
#if SDL_WINRT_USE_APPLICATIONVIEW
|
||||
data->appView = ApplicationView::GetForCurrentView();
|
||||
#endif
|
||||
}
|
||||
|
||||
/* Make note of the requested window flags, before they start getting changed. */
|
||||
const Uint32 requestedFlags = window->flags;
|
||||
|
||||
#if SDL_VIDEO_OPENGL_EGL
|
||||
/* Setup the EGL surface, but only if OpenGL ES 2 was requested. */
|
||||
if (!(window->flags & SDL_WINDOW_OPENGL)) {
|
||||
/* OpenGL ES 2 wasn't requested. Don't set up an EGL surface. */
|
||||
data->egl_surface = EGL_NO_SURFACE;
|
||||
} else {
|
||||
/* OpenGL ES 2 was reuqested. Set up an EGL surface. */
|
||||
SDL_VideoData * video_data = (SDL_VideoData *)_this->driverdata;
|
||||
|
||||
/* Call SDL_EGL_ChooseConfig and eglCreateWindowSurface directly,
|
||||
* rather than via SDL_EGL_CreateSurface, as older versions of
|
||||
* ANGLE/WinRT may require that a C++ object, ComPtr<IUnknown>,
|
||||
* be passed into eglCreateWindowSurface.
|
||||
*/
|
||||
if (SDL_EGL_ChooseConfig(_this) != 0) {
|
||||
/* SDL_EGL_ChooseConfig failed, SDL_GetError() should have info */
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (video_data->winrtEglWindow) { /* ... is the 'old' version of ANGLE/WinRT being used? */
|
||||
/* Attempt to create a window surface using older versions of
|
||||
* ANGLE/WinRT:
|
||||
*/
|
||||
Microsoft::WRL::ComPtr<IUnknown> cpp_winrtEglWindow = video_data->winrtEglWindow;
|
||||
data->egl_surface = ((eglCreateWindowSurface_Old_Function)_this->egl_data->eglCreateWindowSurface)(
|
||||
_this->egl_data->egl_display,
|
||||
_this->egl_data->egl_config,
|
||||
cpp_winrtEglWindow, NULL);
|
||||
if (data->egl_surface == NULL) {
|
||||
return SDL_EGL_SetError("unable to create EGL native-window surface", "eglCreateWindowSurface");
|
||||
}
|
||||
} else if (data->coreWindow.Get() != nullptr) {
|
||||
/* Attempt to create a window surface using newer versions of
|
||||
* ANGLE/WinRT:
|
||||
*/
|
||||
IInspectable * coreWindowAsIInspectable = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
|
||||
data->egl_surface = _this->egl_data->eglCreateWindowSurface(
|
||||
_this->egl_data->egl_display,
|
||||
_this->egl_data->egl_config,
|
||||
(NativeWindowType)coreWindowAsIInspectable,
|
||||
NULL);
|
||||
if (data->egl_surface == NULL) {
|
||||
return SDL_EGL_SetError("unable to create EGL native-window surface", "eglCreateWindowSurface");
|
||||
}
|
||||
} else {
|
||||
return SDL_SetError("No supported means to create an EGL window surface are available");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Determine as many flags dynamically, as possible. */
|
||||
window->flags =
|
||||
SDL_WINDOW_BORDERLESS |
|
||||
SDL_WINDOW_RESIZABLE;
|
||||
|
||||
#if SDL_VIDEO_OPENGL_EGL
|
||||
if (data->egl_surface) {
|
||||
window->flags |= SDL_WINDOW_OPENGL;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (WINRT_XAMLWasEnabled) {
|
||||
/* TODO, WinRT: set SDL_Window size, maybe position too, from XAML control */
|
||||
window->x = 0;
|
||||
window->y = 0;
|
||||
window->flags |= SDL_WINDOW_SHOWN;
|
||||
SDL_SetMouseFocus(NULL); // TODO: detect this
|
||||
SDL_SetKeyboardFocus(NULL); // TODO: detect this
|
||||
} else {
|
||||
/* WinRT 8.x apps seem to live in an environment where the OS controls the
|
||||
app's window size, with some apps being fullscreen, depending on
|
||||
user choice of various things. For now, just adapt the SDL_Window to
|
||||
whatever Windows set-up as the native-window's geometry.
|
||||
*/
|
||||
window->x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
|
||||
window->y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
|
||||
#if NTDDI_VERSION < NTDDI_WIN10
|
||||
/* On WinRT 8.x / pre-Win10, just use the size we were given. */
|
||||
window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
#else
|
||||
/* On Windows 10, we occasionally get control over window size. For windowed
|
||||
mode apps, try this.
|
||||
*/
|
||||
bool didSetSize = false;
|
||||
if (!(requestedFlags & SDL_WINDOW_FULLSCREEN)) {
|
||||
const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
|
||||
WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
|
||||
didSetSize = data->appView->TryResizeView(size);
|
||||
}
|
||||
if (!didSetSize) {
|
||||
/* We either weren't able to set the window size, or a request for
|
||||
fullscreen was made. Get window-size info from the OS.
|
||||
*/
|
||||
window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
|
||||
window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
|
||||
}
|
||||
#endif
|
||||
|
||||
WINRT_UpdateWindowFlags(
|
||||
window,
|
||||
0xffffffff /* Update any window flag(s) that WINRT_UpdateWindow can handle */
|
||||
);
|
||||
|
||||
/* Try detecting if the window is active */
|
||||
bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get());
|
||||
if (isWindowActive) {
|
||||
SDL_SetKeyboardFocus(window);
|
||||
}
|
||||
}
|
||||
|
||||
/* Make sure the WinRT app's IFramworkView can post events on
|
||||
behalf of SDL:
|
||||
*/
|
||||
WINRT_GlobalSDLWindow = window;
|
||||
|
||||
/* All done! */
|
||||
return 0;
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_SetWindowSize(_THIS, SDL_Window * window)
|
||||
{
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
|
||||
const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
|
||||
WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
|
||||
data->appView->TryResizeView(size); // TODO, WinRT: return failure (to caller?) from TryResizeView()
|
||||
#endif
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
|
||||
{
|
||||
#if NTDDI_VERSION >= NTDDI_WIN10
|
||||
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
|
||||
bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get());
|
||||
if (isWindowActive) {
|
||||
if (fullscreen) {
|
||||
if (!data->appView->IsFullScreenMode) {
|
||||
data->appView->TryEnterFullScreenMode(); // TODO, WinRT: return failure (to caller?) from TryEnterFullScreenMode()
|
||||
}
|
||||
} else {
|
||||
if (data->appView->IsFullScreenMode) {
|
||||
data->appView->ExitFullScreenMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
WINRT_DestroyWindow(_THIS, SDL_Window * window)
|
||||
{
|
||||
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
||||
|
||||
if (WINRT_GlobalSDLWindow == window) {
|
||||
WINRT_GlobalSDLWindow = NULL;
|
||||
}
|
||||
|
||||
if (data) {
|
||||
// Delete the internal window data:
|
||||
delete data;
|
||||
data = NULL;
|
||||
window->driverdata = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_bool
|
||||
WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
|
||||
{
|
||||
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
|
||||
|
||||
if (info->version.major <= SDL_MAJOR_VERSION) {
|
||||
info->subsystem = SDL_SYSWM_WINRT;
|
||||
info->info.winrt.window = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
|
||||
return SDL_TRUE;
|
||||
} else {
|
||||
SDL_SetError("Application not compiled with SDL %d",
|
||||
SDL_MAJOR_VERSION);
|
||||
return SDL_FALSE;
|
||||
}
|
||||
return SDL_FALSE;
|
||||
}
|
||||
|
||||
static ABI::Windows::System::Display::IDisplayRequest *
|
||||
WINRT_CreateDisplayRequest(_THIS)
|
||||
{
|
||||
/* Setup a WinRT DisplayRequest object, usable for enabling/disabling screensaver requests */
|
||||
wchar_t *wClassName = L"Windows.System.Display.DisplayRequest";
|
||||
HSTRING hClassName;
|
||||
IActivationFactory *pActivationFactory = NULL;
|
||||
IInspectable * pDisplayRequestRaw = nullptr;
|
||||
ABI::Windows::System::Display::IDisplayRequest * pDisplayRequest = nullptr;
|
||||
HRESULT hr;
|
||||
|
||||
hr = ::WindowsCreateString(wClassName, (UINT32)SDL_wcslen(wClassName), &hClassName);
|
||||
if (FAILED(hr)) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory);
|
||||
if (FAILED(hr)) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = pActivationFactory->ActivateInstance(&pDisplayRequestRaw);
|
||||
if (FAILED(hr)) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = pDisplayRequestRaw->QueryInterface(SDL_IID_IDisplayRequest, (void **) &pDisplayRequest);
|
||||
if (FAILED(hr)) {
|
||||
goto done;
|
||||
}
|
||||
|
||||
done:
|
||||
if (pDisplayRequestRaw) {
|
||||
pDisplayRequestRaw->Release();
|
||||
}
|
||||
if (pActivationFactory) {
|
||||
pActivationFactory->Release();
|
||||
}
|
||||
if (hClassName) {
|
||||
::WindowsDeleteString(hClassName);
|
||||
}
|
||||
|
||||
return pDisplayRequest;
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_SuspendScreenSaver(_THIS)
|
||||
{
|
||||
SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata;
|
||||
if (driverdata && driverdata->displayRequest) {
|
||||
ABI::Windows::System::Display::IDisplayRequest * displayRequest = (ABI::Windows::System::Display::IDisplayRequest *) driverdata->displayRequest;
|
||||
if (_this->suspend_screensaver) {
|
||||
displayRequest->RequestActive();
|
||||
} else {
|
||||
displayRequest->RequestRelease();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_DRIVER_WINRT */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
|
@ -1,106 +0,0 @@
|
|||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2022 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.
|
||||
*/
|
||||
|
||||
/* Windows includes: */
|
||||
#include <windows.h>
|
||||
#ifdef __cplusplus_winrt
|
||||
#include <agile.h>
|
||||
#endif
|
||||
|
||||
/* SDL includes: */
|
||||
#include "SDL_video.h"
|
||||
#include "SDL_events.h"
|
||||
|
||||
#if NTDDI_VERSION >= NTDDI_WINBLUE /* ApplicationView's functionality only becomes
|
||||
useful for SDL in Win[Phone] 8.1 and up.
|
||||
Plus, it is not available at all in WinPhone 8.0. */
|
||||
#define SDL_WINRT_USE_APPLICATIONVIEW 1
|
||||
#endif
|
||||
|
||||
extern "C" {
|
||||
#include "../SDL_sysvideo.h"
|
||||
#include "../SDL_egl_c.h"
|
||||
}
|
||||
|
||||
/* Private display data */
|
||||
typedef struct SDL_VideoData {
|
||||
/* An object created by ANGLE/WinRT (OpenGL ES 2 for WinRT) that gets
|
||||
* passed to eglGetDisplay and eglCreateWindowSurface:
|
||||
*/
|
||||
IUnknown *winrtEglWindow;
|
||||
|
||||
/* Event token(s), for unregistering WinRT event handler(s).
|
||||
These are just a struct with a 64-bit integer inside them
|
||||
*/
|
||||
Windows::Foundation::EventRegistrationToken gameBarIsInputRedirectedToken;
|
||||
|
||||
/* A WinRT DisplayRequest, used for implementing SDL_*ScreenSaver() functions.
|
||||
* This is really a pointer to a 'ABI::Windows::System::Display::IDisplayRequest *',
|
||||
* It's casted to 'IUnknown *', to help with building SDL.
|
||||
*/
|
||||
IUnknown *displayRequest;
|
||||
} SDL_VideoData;
|
||||
|
||||
/* The global, WinRT, SDL Window.
|
||||
For now, SDL/WinRT only supports one window (due to platform limitations of
|
||||
WinRT.
|
||||
*/
|
||||
extern SDL_Window * WINRT_GlobalSDLWindow;
|
||||
|
||||
/* Updates one or more SDL_Window flags, by querying the OS' native windowing APIs.
|
||||
SDL_Window flags that can be updated should be specified in 'mask'.
|
||||
*/
|
||||
extern void WINRT_UpdateWindowFlags(SDL_Window * window, Uint32 mask);
|
||||
extern "C" Uint32 WINRT_DetectWindowFlags(SDL_Window * window); /* detects flags w/o applying them */
|
||||
|
||||
/* Display mode internals */
|
||||
//typedef struct
|
||||
//{
|
||||
// Windows::Graphics::Display::DisplayOrientations currentOrientation;
|
||||
//} SDL_DisplayModeData;
|
||||
|
||||
#ifdef __cplusplus_winrt
|
||||
|
||||
/* A convenience macro to get a WinRT display property */
|
||||
#if NTDDI_VERSION > NTDDI_WIN8
|
||||
#define WINRT_DISPLAY_PROPERTY(NAME) (Windows::Graphics::Display::DisplayInformation::GetForCurrentView()->NAME)
|
||||
#else
|
||||
#define WINRT_DISPLAY_PROPERTY(NAME) (Windows::Graphics::Display::DisplayProperties::NAME)
|
||||
#endif
|
||||
|
||||
/* Converts DIPS to/from physical pixels */
|
||||
#define WINRT_DIPS_TO_PHYSICAL_PIXELS(DIPS) ((int)(0.5f + (((float)(DIPS) * (float)WINRT_DISPLAY_PROPERTY(LogicalDpi)) / 96.f)))
|
||||
#define WINRT_PHYSICAL_PIXELS_TO_DIPS(PHYSPIX) (((float)(PHYSPIX) * 96.f)/WINRT_DISPLAY_PROPERTY(LogicalDpi))
|
||||
|
||||
/* Internal window data */
|
||||
struct SDL_WindowData
|
||||
{
|
||||
SDL_Window *sdlWindow;
|
||||
Platform::Agile<Windows::UI::Core::CoreWindow> coreWindow;
|
||||
#ifdef SDL_VIDEO_OPENGL_EGL
|
||||
EGLSurface egl_surface;
|
||||
#endif
|
||||
#if SDL_WINRT_USE_APPLICATIONVIEW
|
||||
Windows::UI::ViewManagement::ApplicationView ^ appView;
|
||||
#endif
|
||||
};
|
||||
|
||||
#endif // ifdef __cplusplus_winrt
|
Loading…
Reference in New Issue