Add library SDL2

This commit is contained in:
LuisAntonRebollo 2015-01-18 21:05:38 +01:00
parent 33a0579735
commit 674133ac86
767 changed files with 295058 additions and 10 deletions

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_assert.h"
#include "SDL_system.h"
extern "C" {
#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()
{
switch (_threadState) {
case ThreadState_NotLaunched:
{
_cond = SDL_CreateCond();
_mutex = SDL_CreateMutex();
_threadState = ThreadState_Running;
_XAMLThread = SDL_CreateThread(WINRT_XAMLThreadMain, "SDL/XAML App Thread", 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: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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 Uint8 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt);
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_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);
/* XAML Thread Management */
extern void WINRT_CycleXAMLThread();
#endif // ifdef __cplusplus_winrt
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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
/* Standard C++11 includes */
#include <unordered_map>
/* 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
};
static std::unordered_map<int, SDL_Scancode> WinRT_Unofficial_Keycodes;
static SDL_Scancode
TranslateKeycode(int keycode)
{
if (WinRT_Unofficial_Keycodes.empty()) {
/* Set up a table of undocumented (by Microsoft), WinRT-specific,
key codes: */
// TODO, WinRT: move content declarations of WinRT_Unofficial_Keycodes into a C++11 initializer list, when possible
WinRT_Unofficial_Keycodes[220] = SDL_SCANCODE_GRAVE;
WinRT_Unofficial_Keycodes[222] = SDL_SCANCODE_BACKSLASH;
}
/* Try to get a documented, WinRT, 'VirtualKey' first (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.
*/
// TODO, WinRT: try filling out the WinRT keycode table as much as possible, using the Win32 table for interpretation hints
//SDL_Log("WinRT TranslateKeycode, keycode=%d\n", (int)keycode);
SDL_Scancode scancode = SDL_SCANCODE_UNKNOWN;
if (keycode < SDL_arraysize(WinRT_Official_Keycodes)) {
scancode = WinRT_Official_Keycodes[keycode];
}
if (scancode == SDL_SCANCODE_UNKNOWN) {
if (WinRT_Unofficial_Keycodes.find(keycode) != WinRT_Unofficial_Keycodes.end()) {
scancode = WinRT_Unofficial_Keycodes[keycode];
}
}
if (scancode == SDL_SCANCODE_UNKNOWN) {
if (keycode < SDL_arraysize(windows_scancode_table)) {
scancode = windows_scancode_table[keycode];
}
}
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 = TranslateKeycode((int)args->VirtualKey);
#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=%d, 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;
//VirtualKey vkey = args->VirtualKey;
#endif
SDL_SendKeyboardKey(SDL_PRESSED, sdlScancode);
}
void
WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args)
{
SDL_Scancode sdlScancode = TranslateKeycode((int)args->VirtualKey);
#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=%d, 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);
}
#endif // SDL_VIDEO_DRIVER_WINRT

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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:
*/
extern "C" {
#include "SDL_assert.h"
#include "../../events/SDL_mouse_c.h"
#include "../../events/SDL_touch_c.h"
#include "../SDL_sysvideo.h"
#include "SDL_events.h"
#include "SDL_log.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;
}
if (cursor) {
CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
CoreWindow::GetForCurrentThread()->PointerCursor = *theCursor;
} else {
CoreWindow::GetForCurrentThread()->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 */
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_windowsmouse_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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, make this file compile via C code
#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"
}
#define EGL_D3D11_ONLY_DISPLAY_ANGLE ((NativeDisplayType) -3)
extern "C" int
WINRT_GLES_LoadLibrary(_THIS, const char *path) {
return SDL_EGL_LoadLibrary(_this, path, EGL_D3D11_ONLY_DISPLAY_ANGLE);
}
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: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_UnloadLibrary SDL_EGL_UnloadLibrary
#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 SDL_GLContext WINRT_GLES_CreateContext(_THIS, SDL_Window * window);
extern void WINRT_GLES_SwapWindow(_THIS, SDL_Window * window);
extern int WINRT_GLES_MakeCurrent(_THIS, SDL_Window * window, SDL_GLContext context);
#endif /* SDL_VIDEO_DRIVER_WINRT && SDL_VIDEO_OPENGL_EGL */
#endif /* _SDL_winrtopengles_h */
/* vi: set ts=4 sw=4 expandtab: */

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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_assert.h"
#include "SDL_system.h"
extern "C" {
#include "../SDL_sysvideo.h"
#include "../../events/SDL_events_c.h"
#include "../../events/SDL_mouse_c.h"
#include "../../events/SDL_touch_c.h"
}
/* File-specific globals: */
static SDL_TouchID WINRT_TouchID = 1;
static unsigned int WINRT_LeftFingerDown = 0;
void
WINRT_InitTouch(_THIS)
{
SDL_AddTouch(WINRT_TouchID, "");
}
//
// Applies necessary geometric transformations to raw cursor positions:
//
Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window,
Windows::Foundation::Point rawPosition,
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
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
#else
switch (DisplayProperties::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;
}
static inline int
_lround(float arg)
{
if (arg >= 0.0f) {
return (int)floor(arg + 0.5f);
} else {
return (int)ceil(arg - 0.5f);
}
}
Uint8
WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
{
using namespace Windows::UI::Input;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return SDL_BUTTON_LEFT;
#else
switch (pt->Properties->PointerUpdateKind)
{
case PointerUpdateKind::LeftButtonPressed:
case PointerUpdateKind::LeftButtonReleased:
return SDL_BUTTON_LEFT;
case PointerUpdateKind::RightButtonPressed:
case PointerUpdateKind::RightButtonReleased:
return SDL_BUTTON_RIGHT;
case PointerUpdateKind::MiddleButtonPressed:
case PointerUpdateKind::MiddleButtonReleased:
return SDL_BUTTON_MIDDLE;
case PointerUpdateKind::XButton1Pressed:
case PointerUpdateKind::XButton1Released:
return SDL_BUTTON_X1;
case PointerUpdateKind::XButton2Pressed:
case PointerUpdateKind::XButton2Released:
return SDL_BUTTON_X2;
default:
break;
}
#endif
return 0;
}
//const char *
//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
//{
// using namespace Windows::UI::Input;
//
// switch (kind)
// {
// case PointerUpdateKind::Other:
// return "Other";
// case PointerUpdateKind::LeftButtonPressed:
// return "LeftButtonPressed";
// case PointerUpdateKind::LeftButtonReleased:
// return "LeftButtonReleased";
// case PointerUpdateKind::RightButtonPressed:
// return "RightButtonPressed";
// case PointerUpdateKind::RightButtonReleased:
// return "RightButtonReleased";
// case PointerUpdateKind::MiddleButtonPressed:
// return "MiddleButtonPressed";
// case PointerUpdateKind::MiddleButtonReleased:
// return "MiddleButtonReleased";
// case PointerUpdateKind::XButton1Pressed:
// return "XButton1Pressed";
// case PointerUpdateKind::XButton1Released:
// return "XButton1Released";
// case PointerUpdateKind::XButton2Pressed:
// return "XButton2Pressed";
// case PointerUpdateKind::XButton2Released:
// return "XButton2Released";
// }
//
// return "";
//}
static bool
WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return true;
#else
using namespace Windows::Devices::Input;
switch (pointerPoint->PointerDevice->PointerDeviceType) {
case PointerDeviceType::Touch:
case PointerDeviceType::Pen:
return true;
default:
return false;
}
#endif
}
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
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);
if (!WINRT_LeftFingerDown) {
if (button) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
}
WINRT_LeftFingerDown = pointerPoint->PointerId;
}
SDL_SendTouch(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
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)) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
}
SDL_SendTouchMotion(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (!WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
} else {
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
if (button) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
}
WINRT_LeftFingerDown = 0;
}
SDL_SendTouch(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
SDL_FALSE,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
void
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
SDL_SendMouseWheel(window, 0, 0, motion);
}
void
WINRT_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,
_lround(mouseDeltaInSDLWindowCoords.X),
_lround(mouseDeltaInSDLWindowCoords.Y));
}
#endif // SDL_VIDEO_DRIVER_WINRT

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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.
*/
/* Windows includes */
#include <agile.h>
using namespace Windows::UI::Core;
/* 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/winrt/SDL_winrtapp_direct3d.h"
#include "../../core/winrt/SDL_winrtapp_xaml.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_winrtevents_c.h"
#include "SDL_winrtmouse_c.h"
#include "SDL_main.h"
#include "SDL_system.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_DestroyWindow(_THIS, SDL_Window * window);
static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
/* SDL-internal globals: */
SDL_Window * WINRT_GlobalSDLWindow = NULL;
SDL_VideoDevice * WINRT_GlobalSDLVideoDevice = NULL;
/* WinRT driver bootstrap functions */
static int
WINRT_Available(void)
{
return (1);
}
static void
WINRT_DeleteDevice(SDL_VideoDevice * device)
{
if (device == WINRT_GlobalSDLVideoDevice) {
WINRT_GlobalSDLVideoDevice = NULL;
}
SDL_free(device);
}
static SDL_VideoDevice *
WINRT_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
/* Initialize all variables that we clean on shutdown */
device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
if (!device) {
SDL_OutOfMemory();
if (device) {
SDL_free(device);
}
return (0);
}
/* Set the function pointers */
device->VideoInit = WINRT_VideoInit;
device->VideoQuit = WINRT_VideoQuit;
device->CreateWindow = WINRT_CreateWindow;
device->DestroyWindow = WINRT_DestroyWindow;
device->SetDisplayMode = WINRT_SetDisplayMode;
device->PumpEvents = WINRT_PumpEvents;
device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
#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;
WINRT_GlobalSDLVideoDevice = device;
return device;
}
#define WINRTVID_DRIVER_NAME "winrt"
VideoBootStrap WINRT_bootstrap = {
WINRTVID_DRIVER_NAME, "SDL WinRT video driver",
WINRT_Available, WINRT_CreateDevice
};
int
WINRT_VideoInit(_THIS)
{
if (WINRT_InitModes(_this) < 0) {
return -1;
}
WINRT_InitMouse(_this);
WINRT_InitTouch(_this);
return 0;
}
int
WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
{
SDL_DisplayModeData * driverdata;
using namespace Windows::Graphics::Display;
// Go no further if a native window cannot be accessed. This can happen,
// for example, if this function is called from certain threads, such as
// the SDL/XAML thread.
if (!CoreWindow::GetForCurrentThread()) {
return SDL_SetError("SDL/WinRT display modes cannot be calculated outside of the main thread, such as in SDL's XAML thread");
}
// Calculate the display size given the window size, taking into account
// the current display's DPI:
#if NTDDI_VERSION > NTDDI_WIN8
const float currentDPI = DisplayInformation::GetForCurrentView()->LogicalDpi;
#else
const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
#endif
const float dipsPerInch = 96.0f;
const int w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
const int h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
if (w == 0 || w == h) {
return SDL_SetError("Unable to calculate the WinRT window/display's size");
}
// Create a driverdata field:
driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
if (!driverdata) {
return SDL_OutOfMemory();
}
SDL_zerop(driverdata);
// Fill in most fields:
SDL_zerop(mode);
mode->format = SDL_PIXELFORMAT_RGB888;
mode->refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
mode->w = w;
mode->h = h;
mode->driverdata = driverdata;
#if NTDDI_VERSION > NTDDI_WIN8
driverdata->currentOrientation = DisplayInformation::GetForCurrentView()->CurrentOrientation;
#else
driverdata->currentOrientation = DisplayProperties::CurrentOrientation;
#endif
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// On Windows Phone, the native window's size is always in portrait,
// regardless of the device's orientation. This is in contrast to
// Windows 8/RT, which will resize the native window as the device's
// orientation changes. In order to compensate for this behavior,
// on Windows Phone, the mode's width and height will be swapped when
// the device is in a landscape (non-portrait) mode.
switch (DisplayProperties::CurrentOrientation) {
case DisplayOrientations::Landscape:
case DisplayOrientations::LandscapeFlipped:
{
const int tmp = mode->h;
mode->h = mode->w;
mode->w = tmp;
break;
}
default:
break;
}
#endif
return 0;
}
int
WINRT_DuplicateDisplayMode(SDL_DisplayMode * dest, const SDL_DisplayMode * src)
{
SDL_DisplayModeData * driverdata;
driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
if (!driverdata) {
return SDL_OutOfMemory();
}
SDL_memcpy(driverdata, src->driverdata, sizeof(SDL_DisplayModeData));
SDL_memcpy(dest, src, sizeof(SDL_DisplayMode));
dest->driverdata = driverdata;
return 0;
}
int
WINRT_InitModes(_THIS)
{
// Retrieve the display mode:
SDL_DisplayMode mode, desktop_mode;
if (WINRT_CalcDisplayModeUsingNativeWindow(&mode) != 0) {
return -1; // If WINRT_CalcDisplayModeUsingNativeWindow fails, it'll already have set the SDL error
}
if (WINRT_DuplicateDisplayMode(&desktop_mode, &mode) != 0) {
return -1;
}
if (SDL_AddBasicVideoDisplay(&desktop_mode) < 0) {
return -1;
}
SDL_AddDisplayMode(&_this->displays[0], &mode);
return 0;
}
static int
WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
{
return 0;
}
void
WINRT_VideoQuit(_THIS)
{
WINRT_QuitMouse(_this);
}
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) {
SDL_SetError("WinRT only supports one window");
return -1;
}
SDL_WindowData *data = new SDL_WindowData;
if (!data) {
SDL_OutOfMemory();
return -1;
}
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_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. */
/* HACK: ANGLE/WinRT currently uses non-pointer, C++ objects to represent
native windows. The object only contains a single pointer to a COM
interface pointer, which on x86 appears to be castable to the object
without apparant problems. On other platforms, notable ARM and x64,
doing so will cause a crash. To avoid this crash, we'll bypass
SDL's normal call to eglCreateWindowSurface, which is invoked from C
code, and call it here, where an appropriate C++ object may be
passed in.
*/
typedef EGLSurface (*eglCreateWindowSurfaceFunction)(EGLDisplay dpy, EGLConfig config,
Microsoft::WRL::ComPtr<IUnknown> win,
const EGLint *attrib_list);
eglCreateWindowSurfaceFunction WINRT_eglCreateWindowSurface =
(eglCreateWindowSurfaceFunction) _this->egl_data->eglCreateWindowSurface;
Microsoft::WRL::ComPtr<IUnknown> nativeWindow = reinterpret_cast<IUnknown *>(data->coreWindow.Get());
data->egl_surface = WINRT_eglCreateWindowSurface(
_this->egl_data->egl_display,
_this->egl_data->egl_config,
nativeWindow, NULL);
if (data->egl_surface == NULL) {
// TODO, WinRT: see if eglCreateWindowSurface, or its callee(s), sets an error message. If so, attach it to the SDL error.
return SDL_SetError("eglCreateWindowSurface failed");
}
}
#endif
/* Make sure the window is considered to be positioned at {0,0},
and is considered fullscreen, shown, and the like.
*/
window->x = 0;
window->y = 0;
window->flags =
SDL_WINDOW_FULLSCREEN |
SDL_WINDOW_SHOWN |
SDL_WINDOW_BORDERLESS |
SDL_WINDOW_MAXIMIZED |
SDL_WINDOW_INPUT_GRABBED;
#if SDL_VIDEO_OPENGL_EGL
if (data->egl_surface) {
window->flags |= SDL_WINDOW_OPENGL;
}
#endif
/* WinRT does not, as of this writing, appear to support app-adjustable
window sizes. Set the window size to whatever the native WinRT
CoreWindow is set at.
TODO, WinRT: if and when non-fullscreen XAML control support is added to SDL, consider making those resizable via SDL_Window's interfaces.
*/
window->w = _this->displays[0].current_mode.w;
window->h = _this->displays[0].current_mode.h;
/* For now, treat WinRT apps as if they always have focus.
TODO, WinRT: try tracking keyboard and mouse focus state with respect to snapped apps
*/
SDL_SetMouseFocus(window);
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_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;
}
}
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.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
return SDL_FALSE;
}
#endif /* SDL_VIDEO_DRIVER_WINRT */
/* vi: set ts=4 sw=4 expandtab: */

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@ -0,0 +1,79 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 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"
extern "C" {
#include "../SDL_sysvideo.h"
#include "../SDL_egl_c.h"
}
/* The global, WinRT, SDL Window.
For now, SDL/WinRT only supports one window (due to platform limitations of
WinRT.
*/
extern SDL_Window * WINRT_GlobalSDLWindow;
/* The global, WinRT, video device. */
extern SDL_VideoDevice * WINRT_GlobalSDLVideoDevice;
/* Creates a display mode for Plain Direct3D (non-XAML) apps, using the lone, native window's settings.
Pass in an allocated SDL_DisplayMode field to store the data in.
This function will return 0 on success, -1 on failure.
If this function succeeds, be sure to call SDL_free on the
SDL_DisplayMode's driverdata field.
*/
extern int WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode);
/* Duplicates a display mode, copying over driverdata as necessary */
extern int WINRT_DuplicateDisplayMode(SDL_DisplayMode * dest, const SDL_DisplayMode * src);
/* Display mode internals */
typedef struct
{
Windows::Graphics::Display::DisplayOrientations currentOrientation;
} SDL_DisplayModeData;
#ifdef __cplusplus_winrt
/* 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
};
#endif // ifdef __cplusplus_winrt