src/video/winrt/SDL_winrtmessagebox.cpp
author Sam Lantinga
Fri, 27 Jan 2017 21:23:27 -0800
changeset 10861 71d8f9afb690
parent 10737 3406a0f8b041
child 11811 5d94cb6b24d3
permissions -rw-r--r--
Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected

Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 #include "../../SDL_internal.h"
    22 
    23 #if SDL_VIDEO_DRIVER_WINRT
    24 
    25 extern "C" {
    26 #include "SDL_messagebox.h"
    27 #include "../../core/windows/SDL_windows.h"
    28 }
    29 
    30 #include "SDL_winrtevents_c.h"
    31 
    32 #include <windows.ui.popups.h>
    33 using namespace Platform;
    34 using namespace Windows::Foundation;
    35 using namespace Windows::UI::Popups;
    36 
    37 static String ^
    38 WINRT_UTF8ToPlatformString(const char * str)
    39 {
    40     wchar_t * wstr = WIN_UTF8ToString(str);
    41     String ^ rtstr = ref new String(wstr);
    42     SDL_free(wstr);
    43     return rtstr;
    44 }
    45 
    46 extern "C" int
    47 WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid)
    48 {
    49 #if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
    50     /* Sadly, Windows Phone 8 doesn't include the MessageDialog class that
    51      * Windows 8.x/RT does, even though MSDN's reference documentation for
    52      * Windows Phone 8 mentions it.
    53      * 
    54      * The .NET runtime on Windows Phone 8 does, however, include a
    55      * MessageBox class.  Perhaps this could be called, somehow?
    56      */
    57     return SDL_SetError("SDL_messagebox support is not available for Windows Phone 8.0");
    58 #else
    59     SDL_VideoDevice *_this = SDL_GetVideoDevice();
    60 
    61 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
    62     const int maxbuttons = 2;
    63     const char * platform = "Windows Phone 8.1+";
    64 #else
    65     const int maxbuttons = 3;
    66     const char * platform = "Windows 8.x";
    67 #endif
    68 
    69     if (messageboxdata->numbuttons > maxbuttons) {
    70         return SDL_SetError("WinRT's MessageDialog only supports %d buttons, at most, on %s. %d were requested.",
    71             maxbuttons, platform, messageboxdata->numbuttons);
    72     }
    73 
    74     /* Build a MessageDialog object and its buttons */
    75     MessageDialog ^ dialog = ref new MessageDialog(WINRT_UTF8ToPlatformString(messageboxdata->message));
    76     dialog->Title = WINRT_UTF8ToPlatformString(messageboxdata->title);
    77     for (int i = 0; i < messageboxdata->numbuttons; ++i) {
    78         UICommand ^ button = ref new UICommand(WINRT_UTF8ToPlatformString(messageboxdata->buttons[i].text));
    79         button->Id = safe_cast<IntPtr>(i);
    80         dialog->Commands->Append(button);
    81         if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT) {
    82             dialog->CancelCommandIndex = i;
    83         }
    84         if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT) {
    85             dialog->DefaultCommandIndex = i;
    86         }
    87     }
    88 
    89     /* Display the MessageDialog, then wait for it to be closed */
    90     /* TODO, WinRT: Find a way to redraw MessageDialog instances if a GPU device-reset occurs during the following event-loop */
    91     auto operation = dialog->ShowAsync();
    92     while (operation->Status == Windows::Foundation::AsyncStatus::Started) {
    93         WINRT_PumpEvents(_this);
    94     }
    95 
    96     /* Retrieve results from the MessageDialog and process them accordingly */
    97     if (operation->Status != Windows::Foundation::AsyncStatus::Completed) {
    98         return SDL_SetError("An unknown error occurred in displaying the WinRT MessageDialog");
    99     }
   100     if (buttonid) {
   101         IntPtr results = safe_cast<IntPtr>(operation->GetResults()->Id);
   102         int clicked_index = results.ToInt32();
   103         *buttonid = messageboxdata->buttons[clicked_index].buttonid;
   104     }
   105     return 0;
   106 #endif /* if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else */
   107 }
   108 
   109 #endif /* SDL_VIDEO_DRIVER_WINRT */
   110 
   111 /* vi: set ts=4 sw=4 expandtab: */
   112