src/core/winrt/SDL_winrtapp_direct3d.h
author Sylvain Becker
Fri, 25 Sep 2020 10:42:07 +0200
changeset 14056 3c1a6ba7eef0
parent 13422 fd6a12de91c7
permissions -rw-r--r--
Android: be sure shared libraries are loaded in onConfigurationChanged()

This could fix a rare crash if:
- onConfigurationChanged is called before onCreate();
or
shared libraries failed to load and onConfigurationChanged() is called
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2020 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) && (NTDDI_VERSION < NTDDI_WIN10)  // 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) && (NTDDI_VERSION < NTDDI_WIN10)
    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 OnAppActivated(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 OnWindowActivated(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowActivatedEventArgs^ args);
    64     void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
    65     void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
    66     void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    67     void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    68     void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    69     void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    70     void OnPointerEntered(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    71     void OnPointerExited(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    72     void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
    73     void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
    74     void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
    75     void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
    76 
    77 #if NTDDI_VERSION >= NTDDI_WIN10
    78     void OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
    79 #elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
    80     void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
    81 #endif
    82 
    83 #if NTDDI_VERSION >= NTDDI_WIN10
    84     void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
    85 #endif
    86 
    87 private:
    88     bool m_windowClosed;
    89     bool m_windowVisible;
    90 };
    91 
    92 extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;