Updates SDL to version 2.0.4, which makes it compatible with VS2015.

This commit is contained in:
Areloch 2016-04-07 00:40:06 -05:00
parent 7b52fed504
commit b63ef177f4
924 changed files with 79241 additions and 39934 deletions

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -57,12 +57,15 @@ extern Uint8 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint
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);
/* XAML Thread Management */
extern void WINRT_CycleXAMLThread();

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@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -22,10 +22,6 @@
#if SDL_VIDEO_DRIVER_WINRT
/* Standard C++11 includes */
#include <unordered_map>
/* Windows-specific includes */
#include <Windows.h>
#include <agile.h>
@ -42,220 +38,290 @@ extern "C" {
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_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. */
};
static std::unordered_map<int, SDL_Scancode> WinRT_Unofficial_Keycodes;
/* 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
TranslateKeycode(int keycode)
WINRT_TranslateKeycode(int keycode, unsigned int nativeScancode)
{
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;
// 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' first (as documented at
/* 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.
*/
// 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];
}
scancode = WINRT_TranslateUnofficialKeycode(keycode);
}
if (scancode == SDL_SCANCODE_UNKNOWN) {
if (keycode < SDL_arraysize(windows_scancode_table)) {
scancode = windows_scancode_table[keycode];
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 = TranslateKeycode((int)args->VirtualKey);
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=%d, was down?=%s, vkey=%d, sdl scan code=%d (%s), sdl key code=%d (%s)\n",
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"),
@ -269,7 +335,6 @@ WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args)
keycode,
SDL_GetKeyName(keycode));
//args->Handled = true;
//VirtualKey vkey = args->VirtualKey;
#endif
SDL_SendKeyboardKey(SDL_PRESSED, sdlScancode);
}
@ -277,10 +342,12 @@ WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args)
void
WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args)
{
SDL_Scancode sdlScancode = TranslateKeycode((int)args->VirtualKey);
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=%d, was down?=%s, vkey=%d, sdl scan code=%d (%s), sdl key code=%d (%s)\n",
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"),
@ -298,4 +365,22 @@ WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args)
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);
}
}
#endif // SDL_VIDEO_DRIVER_WINRT

View file

@ -0,0 +1,112 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 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) {
UICommand ^ button = ref new UICommand(WINRT_UTF8ToPlatformString(messageboxdata->buttons[i].text));
button->Id = safe_cast<IntPtr>(i);
dialog->Commands->Append(button);
if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT) {
dialog->CancelCommandIndex = i;
}
if (messageboxdata->buttons[i].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: */

View file

@ -0,0 +1,29 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2016 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: */

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -35,6 +35,6 @@ extern SDL_bool WINRT_UsingRelativeMouseMode;
}
#endif
#endif /* _SDL_windowsmouse_h */
#endif /* _SDL_winrtmouse_h */
/* vi: set ts=4 sw=4 expandtab: */

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -20,8 +20,6 @@
*/
#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 */
@ -29,13 +27,167 @@
#include "SDL_winrtvideo_cpp.h"
extern "C" {
#include "SDL_winrtopengles.h"
#include "SDL_loadso.h"
}
#define EGL_D3D11_ONLY_DISPLAY_ANGLE ((NativeDisplayType) -3)
/* 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) {
return SDL_EGL_LoadLibrary(_this, path, EGL_D3D11_ONLY_DISPLAY_ANGLE);
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) {
return -1;
}
/* Load ANGLE/WinRT-specific functions */
CreateWinrtEglWindow_Old_Function CreateWinrtEglWindow = (CreateWinrtEglWindow_Old_Function) SDL_LoadFunction(_this->egl_data->egl_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_SetError("Could not get Windows 8.0 EGL display");
}
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
return SDL_SetError("Could not initialize Windows 8.0 EGL");
}
} 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_SetError("Could not retrieve ANGLE/WinRT display function(s)");
}
#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_SetError("Could not get 10_0+ EGL display");
}
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_SetError("Could not get 9_3 EGL display");
}
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_SetError("Could not get WARP EGL display");
}
if (_this->egl_data->eglInitialize(_this->egl_data->egl_display, NULL, NULL) != EGL_TRUE) {
return SDL_SetError("Could not initialize WinRT 8.x+ EGL");
}
}
}
}
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" {

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -31,16 +31,38 @@
/* 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 void WINRT_GLES_UnloadLibrary(_THIS);
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);
#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 */

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -83,11 +83,11 @@ WINRT_TransformCursorPosition(SDL_Window * window,
// 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
#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 (DisplayProperties::CurrentOrientation)
switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
{
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
@ -233,8 +233,8 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::Po
if (!WINRT_LeftFingerDown) {
if (button) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, (int)windowPoint.X, (int)windowPoint.Y);
SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_PRESSED, button);
}
WINRT_LeftFingerDown = pointerPoint->PointerId;
@ -262,9 +262,9 @@ WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPo
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
} else {
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, (int)windowPoint.X, (int)windowPoint.Y);
}
SDL_SendTouchMotion(
@ -291,7 +291,7 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
if (button) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_RELEASED, button);
}
WINRT_LeftFingerDown = 0;
}
@ -306,6 +306,28 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::P
}
}
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)
{
@ -315,7 +337,7 @@ WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::Po
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
SDL_SendMouseWheel(window, 0, 0, motion);
SDL_SendMouseWheel(window, 0, 0, motion, SDL_MOUSEWHEEL_NORMAL);
}
void

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -30,7 +30,18 @@
/* Windows includes */
#include <agile.h>
#include <windows.graphics.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 IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48,{ 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
/* SDL includes */
@ -43,6 +54,7 @@ extern "C" {
#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"
@ -52,6 +64,7 @@ extern "C" {
#include "SDL_winrtmouse_c.h"
#include "SDL_main.h"
#include "SDL_system.h"
//#include "SDL_log.h"
/* Initialization/Query functions */
@ -63,13 +76,14 @@ 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);
/* SDL-internal globals: */
SDL_Window * WINRT_GlobalSDLWindow = NULL;
SDL_VideoDevice * WINRT_GlobalSDLVideoDevice = NULL;
/* WinRT driver bootstrap functions */
@ -83,9 +97,14 @@ WINRT_Available(void)
static void
WINRT_DeleteDevice(SDL_VideoDevice * device)
{
if (device == WINRT_GlobalSDLVideoDevice) {
WINRT_GlobalSDLVideoDevice = NULL;
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);
}
@ -93,6 +112,7 @@ static SDL_VideoDevice *
WINRT_CreateDevice(int devindex)
{
SDL_VideoDevice *device;
SDL_VideoData *data;
/* Initialize all variables that we clean on shutdown */
device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
@ -104,10 +124,20 @@ WINRT_CreateDevice(int devindex)
return (0);
}
data = (SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
if (!data) {
SDL_OutOfMemory();
return (0);
}
SDL_zerop(data);
device->driverdata = data;
/* Set the function pointers */
device->VideoInit = WINRT_VideoInit;
device->VideoQuit = WINRT_VideoQuit;
device->CreateWindow = WINRT_CreateWindow;
device->SetWindowSize = WINRT_SetWindowSize;
device->SetWindowFullscreen = WINRT_SetWindowFullscreen;
device->DestroyWindow = WINRT_DestroyWindow;
device->SetDisplayMode = WINRT_SetDisplayMode;
device->PumpEvents = WINRT_PumpEvents;
@ -124,7 +154,6 @@ WINRT_CreateDevice(int devindex)
device->GL_DeleteContext = WINRT_GLES_DeleteContext;
#endif
device->free = WINRT_DeleteDevice;
WINRT_GlobalSDLVideoDevice = device;
return device;
}
@ -147,110 +176,232 @@ WINRT_VideoInit(_THIS)
return 0;
}
int
WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
extern "C"
Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat);
static void
WINRT_DXGIModeToSDLDisplayMode(const DXGI_MODE_DESC * dxgiMode, SDL_DisplayMode * sdlMode)
{
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;
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);
}
int
WINRT_DuplicateDisplayMode(SDL_DisplayMode * dest, const SDL_DisplayMode * src)
static int
WINRT_AddDisplaysForOutput (_THIS, IDXGIAdapter1 * dxgiAdapter1, int outputIndex)
{
SDL_DisplayModeData * driverdata;
driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
if (!driverdata) {
return SDL_OutOfMemory();
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;
}
SDL_memcpy(driverdata, src->driverdata, sizeof(SDL_DisplayModeData));
SDL_memcpy(dest, src, sizeof(SDL_DisplayMode));
dest->driverdata = driverdata;
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) < 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) < 0))
{
return SDL_SetError("Failed to apply DXGI Display-detection workaround");
}
}
break;
}
}
dxgiAdapter1->Release();
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
}
/* 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
*/
if (WINRT_DuplicateDisplayMode(&desktop_mode, &mode) != 0) {
return -1;
}
if (SDL_AddBasicVideoDisplay(&desktop_mode) < 0) {
HRESULT hr;
IDXGIFactory2 * dxgiFactory2 = NULL;
hr = CreateDXGIFactory1(IID_IDXGIFactory2, (void **)&dxgiFactory2);
if (FAILED(hr)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory1() failed", hr);
return -1;
}
SDL_AddDisplayMode(&_this->displays[0], &mode);
for (int adapterIndex = 0; ; ++adapterIndex) {
if (WINRT_AddDisplaysForAdapter(_this, dxgiFactory2, adapterIndex) < 0) {
break;
}
}
return 0;
}
@ -266,6 +417,121 @@ WINRT_VideoQuit(_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->IsFullScreen;
}
#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->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)
{
@ -276,7 +542,7 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
return -1;
}
SDL_WindowData *data = new SDL_WindowData;
SDL_WindowData *data = new SDL_WindowData; /* use 'new' here as SDL_WindowData may use WinRT/C++ types */
if (!data) {
SDL_OutOfMemory();
return -1;
@ -292,8 +558,14 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
*/
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)) {
@ -301,45 +573,54 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
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;
/* 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.
/* 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.
*/
typedef EGLSurface (*eglCreateWindowSurfaceFunction)(EGLDisplay dpy, EGLConfig config,
Microsoft::WRL::ComPtr<IUnknown> win,
const EGLint *attrib_list);
eglCreateWindowSurfaceFunction WINRT_eglCreateWindowSurface =
(eglCreateWindowSurfaceFunction) _this->egl_data->eglCreateWindowSurface;
if (SDL_EGL_ChooseConfig(_this) != 0) {
char buf[512];
SDL_snprintf(buf, sizeof(buf), "SDL_EGL_ChooseConfig failed: %s", SDL_GetError());
return SDL_SetError("%s", buf);
}
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");
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_SetError("eglCreateWindowSurface failed");
}
} 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,
coreWindowAsIInspectable,
NULL);
if (data->egl_surface == NULL) {
return SDL_SetError("eglCreateWindowSurface failed");
}
} else {
return SDL_SetError("No supported means to create an EGL window surface are available");
}
}
#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;
/* Determine as many flags dynamically, as possible. */
window->flags =
SDL_WINDOW_FULLSCREEN |
SDL_WINDOW_SHOWN |
SDL_WINDOW_BORDERLESS |
SDL_WINDOW_MAXIMIZED |
SDL_WINDOW_INPUT_GRABBED;
SDL_WINDOW_RESIZABLE;
#if SDL_VIDEO_OPENGL_EGL
if (data->egl_surface) {
@ -347,20 +628,55 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
}
#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.
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
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;
WINRT_UpdateWindowFlags(
window,
0xffffffff /* Update any window flag(s) that WINRT_UpdateWindow can handle */
);
/* 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);
/* 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:
@ -371,6 +687,38 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
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)
{
@ -384,6 +732,7 @@ WINRT_DestroyWindow(_THIS, SDL_Window * window)
// Delete the internal window data:
delete data;
data = NULL;
window->driverdata = NULL;
}
}

View file

@ -1,6 +1,6 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
Copyright (C) 1997-2016 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
@ -29,11 +29,24 @@
#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;
} SDL_VideoData;
/* The global, WinRT, SDL Window.
For now, SDL/WinRT only supports one window (due to platform limitations of
@ -41,31 +54,31 @@ extern "C" {
*/
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.
/* 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 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);
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;
//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
{
@ -74,6 +87,9 @@ struct SDL_WindowData
#ifdef SDL_VIDEO_OPENGL_EGL
EGLSurface egl_surface;
#endif
#if SDL_WINRT_USE_APPLICATIONVIEW
Windows::UI::ViewManagement::ApplicationView ^ appView;
#endif
};
#endif // ifdef __cplusplus_winrt