src/core/winrt/SDL_winrtapp_direct3d.h
author David Ludwig <dludwig@pobox.com>
Wed, 26 Nov 2014 21:34:15 -0500
changeset 9240 dc4ad21d8596
parent 8666 20d52dc1a24a
child 9619 b94b6d0bff0f
permissions -rw-r--r--
WinRT: added initial SDL_TEXTINPUT support

Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions. An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.

This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2014 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 <Windows.h>
    22 
    23 extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));
    24 
    25 ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
    26 {
    27 public:
    28     SDL_WinRTApp();
    29     
    30     // IFrameworkView Methods.
    31     virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
    32     virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
    33     virtual void Load(Platform::String^ entryPoint);
    34     virtual void Run();
    35     virtual void Uninitialize();
    36 
    37 internal:
    38     // SDL-specific methods
    39     void PumpEvents();
    40 
    41 protected:
    42     bool ShouldWaitForAppResumeEvents();
    43 
    44     // Event Handlers.
    45 
    46 #if WINAPI_FAMILY == WINAPI_FAMILY_APP  // for Windows 8/8.1/RT apps... (and not Phone apps)
    47     void OnSettingsPaneCommandsRequested(
    48         Windows::UI::ApplicationSettings::SettingsPane ^p,
    49         Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args);
    50 #endif // if WINAPI_FAMILY == WINAPI_FAMILY_APP
    51 
    52 #if NTDDI_VERSION > NTDDI_WIN8
    53     void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
    54 #else
    55     void OnOrientationChanged(Platform::Object^ sender);
    56 #endif
    57     void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
    58     void OnLogicalDpiChanged(Platform::Object^ sender);
    59     void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
    60     void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
    61     void OnResuming(Platform::Object^ sender, Platform::Object^ args);
    62     void OnExiting(Platform::Object^ sender, Platform::Object^ args);
    63     void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
    64     void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
    65     void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    66     void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    67     void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    68     void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    69     void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
    70     void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
    71     void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
    72     void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
    73 
    74 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
    75     void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
    76 #endif
    77 
    78 private:
    79     bool m_windowClosed;
    80     bool m_windowVisible;
    81 };
    82 
    83 extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;