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SDL_winrtvideo.cpp

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/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_config.h"
#if SDL_VIDEO_DRIVER_WINRT
/* 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.
*/
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extern "C" {
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#include "SDL_video.h"
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
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#include "../../render/SDL_sysrender.h"
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#include "SDL_syswm.h"
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}
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#include "SDL_WinRTApp.h"
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#include "SDL_winrtvideo.h"
#include "SDL_winrtevents_c.h"
#include "SDL_winrtframebuffer_c.h"
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#include "SDL_winrtmouse.h"
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/* On Windows, windows.h defines CreateWindow */
#ifdef CreateWindow
#undef CreateWindow
#endif
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extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
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#define WINRTVID_DRIVER_NAME "winrt"
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/* Initialization/Query functions */
static int WINRT_VideoInit(_THIS);
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static int WINRT_InitModes(_THIS);
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static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
static void WINRT_VideoQuit(_THIS);
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/* Window functions */
static int WINRT_CreateWindow(_THIS, SDL_Window * window);
static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
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static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
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/* WinRT driver bootstrap functions */
static int
WINRT_Available(void)
{
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return (1);
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}
static void
WINRT_DeleteDevice(SDL_VideoDevice * device)
{
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;
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device->CreateWindow = WINRT_CreateWindow;
device->DestroyWindow = WINRT_DestroyWindow;
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device->SetDisplayMode = WINRT_SetDisplayMode;
device->PumpEvents = WINRT_PumpEvents;
device->CreateWindowFramebuffer = SDL_WINRT_CreateWindowFramebuffer;
device->UpdateWindowFramebuffer = SDL_WINRT_UpdateWindowFramebuffer;
device->DestroyWindowFramebuffer = SDL_WINRT_DestroyWindowFramebuffer;
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device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
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device->free = WINRT_DeleteDevice;
return device;
}
VideoBootStrap WINRT_bootstrap = {
WINRTVID_DRIVER_NAME, "SDL Windows RT video driver",
WINRT_Available, WINRT_CreateDevice
};
int
WINRT_VideoInit(_THIS)
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{
if (WINRT_InitModes(_this) < 0) {
return -1;
}
WINRT_InitMouse(_this);
return 0;
}
static int
WINRT_InitModes(_THIS)
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SDL_DisplayMode mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
if (SDL_AddBasicVideoDisplay(&mode) < 0) {
return -1;
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}
SDL_AddDisplayMode(&_this->displays[0], &mode);
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return 0;
}
static int
WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
{
return 0;
}
void
WINRT_VideoQuit(_THIS)
{
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WINRT_QuitMouse(_this);
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int
WINRT_CreateWindow(_THIS, SDL_Window * window)
{
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// Make sure that only one window gets created, at least until multimonitor
// support is added.
if (SDL_WinRTGlobalApp->HasSDLWindowData())
{
SDL_SetError("WinRT only supports one window");
return -1;
}
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SDL_WindowData *data = new SDL_WindowData;
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if (!data) {
SDL_OutOfMemory();
return -1;
}
data->sdlWindow = window;
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data->coreWindow = new CoreWindow^(CoreWindow::GetForCurrentThread());
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/* Make sure the window is considered to be positioned at {0,0},
and is considered fullscreen, shown, and the like.
*/
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window->x = 0;
window->y = 0;
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window->flags =
SDL_WINDOW_FULLSCREEN |
SDL_WINDOW_SHOWN |
SDL_WINDOW_BORDERLESS |
SDL_WINDOW_MAXIMIZED |
SDL_WINDOW_INPUT_GRABBED;
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/* HACK from DLudwig: The following line of code prevents
SDL_CreateWindow and SDL_UpdateFullscreenMode from trying to resize
the window after the call to WINRT_CreateWindow returns.
This hack should allow a window to be created in virtually any size,
and more importantly, it allows a window's framebuffer, as created and
retrieved via SDL_GetWindowSurface, to be in any size. This can be
utilized by apps centered around software rendering, such as ports
of older apps. The app can have SDL create a framebuffer in any size
it chooses. SDL will scale the framebuffer to the native
screen size on the GPU (via SDL_UpdateWindowSurface).
*/
_this->displays[0].fullscreen_window = window;
/* Further prevent any display resizing, and make sure SDL_GetWindowDisplayMode
can report the correct size of windows, by creating a new display
mode in the requested size. To note, if the window is being created in
the device's native screen size, SDL_AddDisplayMode will do nothing.
*/
window->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
window->fullscreen_mode.w = window->w;
window->fullscreen_mode.h = window->h;
SDL_AddDisplayMode(&_this->displays[0], &window->fullscreen_mode);
/* TODO: Consider removing custom display modes in WINRT_DestroyWindow. */
/* Make sure the WinRT app's IFramworkView can post events on
behalf of SDL:
*/
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SDL_WinRTGlobalApp->SetSDLWindowData(data);
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/* For now, create a Direct3D 11 renderer up-front. Eventually, this
won't be done in WINRT_CreateWindow, although it may get done in
SDL_WINRT_CreateWindowFramebuffer.
*/
// Link SDL_winrtrenderer to the SDL_Renderer temporarily,
// for refactoring purposes. Initialize the SDL_Renderer
// first in order to give it the opportunity to create key
// resources first.
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//
// TODO, WinRT: either make WINRT_CreateWindow not call SDL_CreateRenderer, or have it do error checking if it does call it
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// HACK: make sure the SDL window references SDL_WindowData data now, in
// order to allow the SDL_Renderer to be created in WINRT_CreateWindow
window->driverdata = data;
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SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
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SDL_WinRTGlobalApp->m_renderer->m_sdlRenderer = renderer;
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SDL_WinRTGlobalApp->m_renderer->m_sdlRendererData = (D3D11_RenderData *) renderer->driverdata;
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SDL_WinRTGlobalApp->m_renderer->Initialize();
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/* All done! */
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return 0;
}
void
WINRT_DestroyWindow(_THIS, SDL_Window * window)
{
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SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
if (data) {
// Delete the reference to the WinRT CoreWindow:
CoreWindow ^* windowPointer = ((SDL_WindowData *) window->driverdata)->coreWindow;
if (windowPointer) {
*windowPointer = nullptr; // Clear the C++/CX reference to the CoreWindow
delete windowPointer; // Delete the C++/CX reference itself
}
// Delete the internal window data:
delete data;
data = NULL;
}
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if (SDL_WinRTGlobalApp->HasSDLWindowData() &&
SDL_WinRTGlobalApp->GetSDLWindowData()->sdlWindow == window)
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{
SDL_WinRTGlobalApp->SetSDLWindowData(NULL);
}
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}
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SDL_bool
WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
CoreWindow ^* windowPointer = data->coreWindow;
if (info->version.major <= SDL_MAJOR_VERSION) {
info->subsystem = SDL_SYSWM_WINDOWSRT;
info->info.winrt.window = windowPointer;
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;
}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
/* vi: set ts=4 sw=4 expandtab: */