src/video/winrt/SDL_winrtpointerinput.cpp
author Sam Lantinga <slouken@libsdl.org>
Thu, 21 Nov 2019 14:04:48 -0800
changeset 13274 b948d820ae75
parent 12979 bbbb30026158
permissions -rw-r--r--
Added support for the PDP Battlefield One controller
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2019 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 /* SDL includes */
    26 #include "SDL_winrtevents_c.h"
    27 #include "SDL_winrtmouse_c.h"
    28 #include "SDL_winrtvideo_cpp.h"
    29 #include "SDL_assert.h"
    30 #include "SDL_system.h"
    31 
    32 extern "C" {
    33 #include "../SDL_sysvideo.h"
    34 #include "../../events/SDL_events_c.h"
    35 #include "../../events/SDL_mouse_c.h"
    36 #include "../../events/SDL_touch_c.h"
    37 }
    38 
    39 /* File-specific globals: */
    40 static SDL_TouchID WINRT_TouchID = 1;
    41 
    42 
    43 void
    44 WINRT_InitTouch(_THIS)
    45 {
    46     SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, "");
    47 }
    48 
    49 
    50 //
    51 // Applies necessary geometric transformations to raw cursor positions:
    52 //
    53 Windows::Foundation::Point
    54 WINRT_TransformCursorPosition(SDL_Window * window,
    55                               Windows::Foundation::Point rawPosition,
    56                               WINRT_CursorNormalizationType normalization)
    57 {
    58     using namespace Windows::UI::Core;
    59     using namespace Windows::Graphics::Display;
    60 
    61     if (!window) {
    62         return rawPosition;
    63     }
    64 
    65     SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
    66     if (windowData->coreWindow == nullptr) {
    67         // For some reason, the window isn't associated with a CoreWindow.
    68         // This might end up being the case as XAML support is extended.
    69         // For now, if there's no CoreWindow attached to the SDL_Window,
    70         // don't do any transforms.
    71 
    72         // TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
    73         return rawPosition;
    74     }
    75 
    76     // The CoreWindow can only be accessed on certain thread(s).
    77     SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
    78 
    79     CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
    80     Windows::Foundation::Point outputPosition;
    81 
    82     // Compute coordinates normalized from 0..1.
    83     // If the coordinates need to be sized to the SDL window,
    84     // we'll do that after.
    85 #if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
    86     outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
    87     outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
    88 #else
    89     switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
    90     {
    91         case DisplayOrientations::Portrait:
    92             outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
    93             outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
    94             break;
    95         case DisplayOrientations::PortraitFlipped:
    96             outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
    97             outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
    98             break;
    99         case DisplayOrientations::Landscape:
   100             outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
   101             outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
   102             break;
   103         case DisplayOrientations::LandscapeFlipped:
   104             outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
   105             outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
   106             break;
   107         default:
   108             break;
   109     }
   110 #endif
   111 
   112     if (normalization == TransformToSDLWindowSize) {
   113         outputPosition.X *= ((float32) window->w);
   114         outputPosition.Y *= ((float32) window->h);
   115     }
   116 
   117     return outputPosition;
   118 }
   119 
   120 static inline int
   121 _lround(float arg)
   122 {
   123     if (arg >= 0.0f) {
   124         return (int)floor(arg + 0.5f);
   125     } else {
   126         return (int)ceil(arg - 0.5f);
   127     }
   128 }
   129 
   130 Uint8
   131 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
   132 {
   133     using namespace Windows::UI::Input;
   134 
   135 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
   136     return SDL_BUTTON_LEFT;
   137 #else
   138     switch (pt->Properties->PointerUpdateKind)
   139     {
   140         case PointerUpdateKind::LeftButtonPressed:
   141         case PointerUpdateKind::LeftButtonReleased:
   142             return SDL_BUTTON_LEFT;
   143 
   144         case PointerUpdateKind::RightButtonPressed:
   145         case PointerUpdateKind::RightButtonReleased:
   146             return SDL_BUTTON_RIGHT;
   147 
   148         case PointerUpdateKind::MiddleButtonPressed:
   149         case PointerUpdateKind::MiddleButtonReleased:
   150             return SDL_BUTTON_MIDDLE;
   151 
   152         case PointerUpdateKind::XButton1Pressed:
   153         case PointerUpdateKind::XButton1Released:
   154             return SDL_BUTTON_X1;
   155 
   156         case PointerUpdateKind::XButton2Pressed:
   157         case PointerUpdateKind::XButton2Released:
   158             return SDL_BUTTON_X2;
   159 
   160         default:
   161             break;
   162     }
   163 #endif
   164 
   165     return 0;
   166 }
   167 
   168 //const char *
   169 //WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
   170 //{
   171 //    using namespace Windows::UI::Input;
   172 //
   173 //    switch (kind)
   174 //    {
   175 //        case PointerUpdateKind::Other:
   176 //            return "Other";
   177 //        case PointerUpdateKind::LeftButtonPressed:
   178 //            return "LeftButtonPressed";
   179 //        case PointerUpdateKind::LeftButtonReleased:
   180 //            return "LeftButtonReleased";
   181 //        case PointerUpdateKind::RightButtonPressed:
   182 //            return "RightButtonPressed";
   183 //        case PointerUpdateKind::RightButtonReleased:
   184 //            return "RightButtonReleased";
   185 //        case PointerUpdateKind::MiddleButtonPressed:
   186 //            return "MiddleButtonPressed";
   187 //        case PointerUpdateKind::MiddleButtonReleased:
   188 //            return "MiddleButtonReleased";
   189 //        case PointerUpdateKind::XButton1Pressed:
   190 //            return "XButton1Pressed";
   191 //        case PointerUpdateKind::XButton1Released:
   192 //            return "XButton1Released";
   193 //        case PointerUpdateKind::XButton2Pressed:
   194 //            return "XButton2Pressed";
   195 //        case PointerUpdateKind::XButton2Released:
   196 //            return "XButton2Released";
   197 //    }
   198 //
   199 //    return "";
   200 //}
   201 
   202 static bool
   203 WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
   204 {
   205 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
   206     return true;
   207 #else
   208     using namespace Windows::Devices::Input;
   209     switch (pointerPoint->PointerDevice->PointerDeviceType) {
   210         case PointerDeviceType::Touch:
   211         case PointerDeviceType::Pen:
   212             return true;
   213         default:
   214             return false;
   215     }
   216 #endif
   217 }
   218 
   219 void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
   220 {
   221     if (!window) {
   222         return;
   223     }
   224 
   225     Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
   226 
   227     if ( ! WINRT_IsTouchEvent(pointerPoint)) {
   228         SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
   229     } else {
   230         Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
   231         Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
   232 
   233         SDL_SendTouch(
   234             WINRT_TouchID,
   235             (SDL_FingerID) pointerPoint->PointerId,
   236             window,
   237             SDL_TRUE,
   238             normalizedPoint.X,
   239             normalizedPoint.Y,
   240             pointerPoint->Properties->Pressure);
   241     }
   242 }
   243 
   244 void
   245 WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
   246 {
   247     if (!window || WINRT_UsingRelativeMouseMode) {
   248         return;
   249     }
   250 
   251     Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
   252     Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
   253 
   254     if ( ! WINRT_IsTouchEvent(pointerPoint)) {
   255         SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
   256     } else {
   257         SDL_SendTouchMotion(
   258             WINRT_TouchID,
   259             (SDL_FingerID) pointerPoint->PointerId,
   260             window,
   261             normalizedPoint.X,
   262             normalizedPoint.Y,
   263             pointerPoint->Properties->Pressure);
   264     }
   265 }
   266 
   267 void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
   268 {
   269     if (!window) {
   270         return;
   271     }
   272 
   273     Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
   274 
   275     if (!WINRT_IsTouchEvent(pointerPoint)) {
   276         SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
   277     } else {
   278         Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
   279 
   280         SDL_SendTouch(
   281             WINRT_TouchID,
   282             (SDL_FingerID) pointerPoint->PointerId,
   283             window,
   284             SDL_FALSE,
   285             normalizedPoint.X,
   286             normalizedPoint.Y,
   287             pointerPoint->Properties->Pressure);
   288     }
   289 }
   290 
   291 void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
   292 {
   293     if (!window) {
   294         return;
   295     }
   296 
   297     if (!WINRT_IsTouchEvent(pointerPoint)) {
   298         SDL_SetMouseFocus(window);
   299     }
   300 }
   301 
   302 void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
   303 {
   304     if (!window) {
   305         return;
   306     }
   307 
   308     if (!WINRT_IsTouchEvent(pointerPoint)) {
   309         SDL_SetMouseFocus(NULL);
   310     }
   311 }
   312 
   313 void
   314 WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
   315 {
   316     if (!window) {
   317         return;
   318     }
   319 
   320     float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
   321     SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL);
   322 }
   323 
   324 void
   325 WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
   326 {
   327     if (!window || !WINRT_UsingRelativeMouseMode) {
   328         return;
   329     }
   330 
   331     // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
   332     // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
   333     // MouseDelta field often reports very large values.  More information
   334     // on this can be found at the following pages on MSDN:
   335     //  - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
   336     //  - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
   337     //
   338     // The values do not appear to be as large when running on some systems,
   339     // most notably a Surface RT.  Furthermore, the values returned by
   340     // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
   341     // method, do not ever appear to be large, even when MouseEventArgs'
   342     // MouseDelta is reporting to the contrary.
   343     //
   344     // On systems with the large-values behavior, it appears that the values
   345     // get reported as if the screen's size is 65536 units in both the X and Y
   346     // dimensions.  This can be viewed by using Windows' now-private, "Raw Input"
   347     // APIs.  (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
   348     //
   349     // MSDN's documentation on MouseEventArgs' MouseDelta field (at
   350     // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
   351     // does not seem to indicate (to me) that its values should be so large.  It
   352     // says that its values should be a "change in screen location".  I could
   353     // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
   354     // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
   355     // indicates that these values are in DIPs, which is the same unit used
   356     // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
   357     // property.  See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
   358     // for details.)
   359     //
   360     // To note, PointerMoved events are sent a 'RawPosition' value (via the
   361     // CurrentPoint property in MouseEventArgs), however these do not seem
   362     // to exhibit the same large-value behavior.
   363     //
   364     // The values passed via PointerMoved events can't always be used for relative
   365     // mouse motion, unfortunately.  Its values are bound to the cursor's position,
   366     // which stops when it hits one of the screen's edges.  This can be a problem in
   367     // first person shooters, whereby it is normal for mouse motion to travel far
   368     // along any one axis for a period of time.  MouseMoved events do not have the
   369     // screen-bounding limitation, and can be used regardless of where the system's
   370     // cursor is.
   371     //
   372     // One possible workaround would be to programmatically set the cursor's
   373     // position to the screen's center (when SDL's relative mouse mode is enabled),
   374     // however WinRT does not yet seem to have the ability to set the cursor's
   375     // position via a public API.  Win32 did this via an API call, SetCursorPos,
   376     // however WinRT makes this function be private.  Apps that use it won't get
   377     // approved for distribution in the Windows Store.  I've yet to be able to find
   378     // a suitable, store-friendly counterpart for WinRT.
   379     //
   380     // There may be some room for a workaround whereby OnPointerMoved's values
   381     // are compared to the values from OnMouseMoved in order to detect
   382     // when this bug is active.  A suitable transformation could then be made to
   383     // OnMouseMoved's values.  For now, however, the system-reported values are sent
   384     // to SDL with minimal transformation: from native screen coordinates (in DIPs)
   385     // to SDL window coordinates.
   386     //
   387     const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
   388     const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
   389     SDL_SendMouseMotion(
   390         window,
   391         0,
   392         1,
   393         _lround(mouseDeltaInSDLWindowCoords.X),
   394         _lround(mouseDeltaInSDLWindowCoords.Y));
   395 }
   396 
   397 #endif // SDL_VIDEO_DRIVER_WINRT