/* Simple DirectMedia Layer Copyright (C) 1997-2014 Sam Lantinga 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_internal.h" /* Standard C++11 includes */ #include #include #include using namespace std; /* Windows includes */ #include "ppltasks.h" using namespace concurrency; using namespace Windows::ApplicationModel; using namespace Windows::ApplicationModel::Core; using namespace Windows::ApplicationModel::Activation; using namespace Windows::Devices::Input; using namespace Windows::Graphics::Display; using namespace Windows::Foundation; using namespace Windows::System; using namespace Windows::UI::Core; using namespace Windows::UI::Input; #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP using namespace Windows::Phone::UI::Input; #endif /* SDL includes */ extern "C" { #include "../../SDL_internal.h" #include "SDL_assert.h" #include "SDL_events.h" #include "SDL_hints.h" #include "SDL_log.h" #include "SDL_main.h" #include "SDL_stdinc.h" #include "SDL_render.h" #include "../../video/SDL_sysvideo.h" //#include "../../SDL_hints_c.h" #include "../../events/SDL_events_c.h" #include "../../events/SDL_keyboard_c.h" #include "../../events/SDL_mouse_c.h" #include "../../events/SDL_windowevents_c.h" #include "../../render/SDL_sysrender.h" #include "../windows/SDL_windows.h" } #include "../../video/winrt/SDL_winrtevents_c.h" #include "../../video/winrt/SDL_winrtvideo_cpp.h" #include "SDL_winrtapp_common.h" #include "SDL_winrtapp_direct3d.h" #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED /* Calling IDXGIDevice3::Trim on the active Direct3D 11.x device is necessary * when Windows 8.1 apps are about to get suspended. */ extern "C" void D3D11_Trim(SDL_Renderer *); #endif // Compile-time debugging options: // To enable, uncomment; to disable, comment them out. //#define LOG_POINTER_EVENTS 1 //#define LOG_WINDOW_EVENTS 1 //#define LOG_ORIENTATION_EVENTS 1 // HACK, DLudwig: record a reference to the global, WinRT 'app'/view. // SDL/WinRT will use this throughout its code. // // TODO, WinRT: consider replacing SDL_WinRTGlobalApp with something // non-global, such as something created inside // SDL_InitSubSystem(SDL_INIT_VIDEO), or something inside // SDL_CreateWindow(). SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr; ref class SDLApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource { public: virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView(); }; IFrameworkView^ SDLApplicationSource::CreateView() { // TODO, WinRT: see if this function (CreateView) can ever get called // more than once. For now, just prevent it from ever assigning // SDL_WinRTGlobalApp more than once. SDL_assert(!SDL_WinRTGlobalApp); SDL_WinRTApp ^ app = ref new SDL_WinRTApp(); if (!SDL_WinRTGlobalApp) { SDL_WinRTGlobalApp = app; } return app; } int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **)) { WINRT_SDLAppEntryPoint = mainFunction; auto direct3DApplicationSource = ref new SDLApplicationSource(); CoreApplication::Run(direct3DApplicationSource); return 0; } static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue) { SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0); // Start with no orientation flags, then add each in as they're parsed // from newValue. unsigned int orientationFlags = 0; if (newValue) { std::istringstream tokenizer(newValue); while (!tokenizer.eof()) { std::string orientationName; std::getline(tokenizer, orientationName, ' '); if (orientationName == "LandscapeLeft") { orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped; } else if (orientationName == "LandscapeRight") { orientationFlags |= (unsigned int) DisplayOrientations::Landscape; } else if (orientationName == "Portrait") { orientationFlags |= (unsigned int) DisplayOrientations::Portrait; } else if (orientationName == "PortraitUpsideDown") { orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped; } } } // If no valid orientation flags were specified, use a reasonable set of defaults: if (!orientationFlags) { // TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s). orientationFlags = (unsigned int) ( \ DisplayOrientations::Landscape | DisplayOrientations::LandscapeFlipped | DisplayOrientations::Portrait | DisplayOrientations::PortraitFlipped); } // Set the orientation/rotation preferences. Please note that this does // not constitute a 100%-certain lock of a given set of possible // orientations. According to Microsoft's documentation on WinRT [1] // when a device is not capable of being rotated, Windows may ignore // the orientation preferences, and stick to what the device is capable of // displaying. // // [1] Documentation on the 'InitialRotationPreference' setting for a // Windows app's manifest file describes how some orientation/rotation // preferences may be ignored. See // http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx // for details. Microsoft's "Display orientation sample" also gives an // outline of how Windows treats device rotation // (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93). #if NTDDI_VERSION > NTDDI_WIN8 DisplayInformation::AutoRotationPreferences = (DisplayOrientations) orientationFlags; #else DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags; #endif } static void WINRT_ProcessWindowSizeChange() { SDL_VideoDevice *_this = SDL_GetVideoDevice(); // Make the new window size be the one true fullscreen mode. // This change was initially done, in part, to allow the Direct3D 11.1 // renderer to receive window-resize events as a device rotates. // Before, rotating a device from landscape, to portrait, and then // back to landscape would cause the Direct3D 11.1 swap buffer to // not get resized appropriately. SDL would, on the rotation from // landscape to portrait, re-resize the SDL window to it's initial // size (landscape). On the subsequent rotation, SDL would drop the // window-resize event as it appeared the SDL window didn't change // size, and the Direct3D 11.1 renderer wouldn't resize its swap // chain. SDL_DisplayMode newDisplayMode; if (WINRT_CalcDisplayModeUsingNativeWindow(&newDisplayMode) != 0) { return; } // Make note of the old display mode, and it's old driverdata. SDL_DisplayMode oldDisplayMode; SDL_zero(oldDisplayMode); if (_this) { oldDisplayMode = _this->displays[0].desktop_mode; } // Setup the new display mode in the appropriate spots. if (_this) { // Make a full copy of the display mode for display_modes[0], // one with with a separately malloced 'driverdata' field. // SDL_VideoQuit(), if called, will attempt to free the driverdata // fields in 'desktop_mode' and each entry in the 'display_modes' // array. if (_this->displays[0].display_modes[0].driverdata) { // Free the previous mode's memory SDL_free(_this->displays[0].display_modes[0].driverdata); _this->displays[0].display_modes[0].driverdata = NULL; } if (WINRT_DuplicateDisplayMode(&(_this->displays[0].display_modes[0]), &newDisplayMode) != 0) { // Uh oh, something went wrong. A malloc call probably failed. SDL_free(newDisplayMode.driverdata); return; } // Install 'newDisplayMode' into 'current_mode' and 'desktop_mode'. _this->displays[0].current_mode = newDisplayMode; _this->displays[0].desktop_mode = newDisplayMode; } if (WINRT_GlobalSDLWindow) { // Send a window-resize event to the rest of SDL, and to apps: SDL_SendWindowEvent( WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESIZED, newDisplayMode.w, newDisplayMode.h); #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // HACK: On Windows Phone, make sure that orientation changes from // Landscape to LandscapeFlipped, Portrait to PortraitFlipped, // or vice-versa on either of those two, lead to the Direct3D renderer // getting updated. const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation; const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)newDisplayMode.driverdata)->currentOrientation; if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) || (oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) || (oldOrientation == DisplayOrientations::Portrait && newOrientation == DisplayOrientations::PortraitFlipped) || (oldOrientation == DisplayOrientations::PortraitFlipped && newOrientation == DisplayOrientations::Portrait)) { // One of the reasons this event is getting sent out is because SDL // will ignore requests to send out SDL_WINDOWEVENT_RESIZED events // if and when the event size doesn't change (and the Direct3D 11.1 // renderer doesn't get the memo). // // Make sure that the display/window size really didn't change. If // it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and // the Direct3D 11.1 renderer picked it up, presumably. if (oldDisplayMode.w == newDisplayMode.w && oldDisplayMode.h == newDisplayMode.h) { SDL_SendWindowEvent( WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SIZE_CHANGED, newDisplayMode.w, newDisplayMode.h); } } #endif } // Finally, free the 'driverdata' field of the old 'desktop_mode'. if (oldDisplayMode.driverdata) { SDL_free(oldDisplayMode.driverdata); oldDisplayMode.driverdata = NULL; } } SDL_WinRTApp::SDL_WinRTApp() : m_windowClosed(false), m_windowVisible(true) { } void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView) { applicationView->Activated += ref new TypedEventHandler(this, &SDL_WinRTApp::OnActivated); CoreApplication::Suspending += ref new EventHandler(this, &SDL_WinRTApp::OnSuspending); CoreApplication::Resuming += ref new EventHandler(this, &SDL_WinRTApp::OnResuming); CoreApplication::Exiting += ref new EventHandler(this, &SDL_WinRTApp::OnExiting); } #if NTDDI_VERSION > NTDDI_WIN8 void SDL_WinRTApp::OnOrientationChanged(DisplayInformation^ sender, Object^ args) #else void SDL_WinRTApp::OnOrientationChanged(Object^ sender) #endif { #if LOG_ORIENTATION_EVENTS==1 CoreWindow^ window = CoreWindow::GetForCurrentThread(); if (window) { SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Size={%f,%f}\n", __FUNCTION__, (int)DisplayProperties::CurrentOrientation, (int)DisplayProperties::NativeOrientation, (int)DisplayProperties::AutoRotationPreferences, window->Bounds.Width, window->Bounds.Height); } else { SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n", __FUNCTION__, (int)DisplayProperties::CurrentOrientation, (int)DisplayProperties::NativeOrientation, (int)DisplayProperties::AutoRotationPreferences); } #endif #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // On Windows Phone, treat an orientation change as a change in window size. // The native window's size doesn't seem to change, however SDL will simulate // a window size change. WINRT_ProcessWindowSizeChange(); #endif } void SDL_WinRTApp::SetWindow(CoreWindow^ window) { #if LOG_WINDOW_EVENTS==1 SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window Size={%f,%f}\n", __FUNCTION__, (int)DisplayProperties::CurrentOrientation, (int)DisplayProperties::NativeOrientation, (int)DisplayProperties::AutoRotationPreferences, window->Bounds.Width, window->Bounds.Height); #endif window->SizeChanged += ref new TypedEventHandler(this, &SDL_WinRTApp::OnWindowSizeChanged); window->VisibilityChanged += ref new TypedEventHandler(this, &SDL_WinRTApp::OnVisibilityChanged); window->Closed += ref new TypedEventHandler(this, &SDL_WinRTApp::OnWindowClosed); #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0); #endif window->PointerPressed += ref new TypedEventHandler(this, &SDL_WinRTApp::OnPointerPressed); window->PointerMoved += ref new TypedEventHandler(this, &SDL_WinRTApp::OnPointerMoved); window->PointerReleased += ref new TypedEventHandler(this, &SDL_WinRTApp::OnPointerReleased); window->PointerWheelChanged += ref new TypedEventHandler(this, &SDL_WinRTApp::OnPointerWheelChanged); #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP // Retrieves relative-only mouse movements: Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved += ref new TypedEventHandler(this, &SDL_WinRTApp::OnMouseMoved); #endif window->KeyDown += ref new TypedEventHandler(this, &SDL_WinRTApp::OnKeyDown); window->KeyUp += ref new TypedEventHandler(this, &SDL_WinRTApp::OnKeyUp); #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP HardwareButtons::BackPressed += ref new EventHandler(this, &SDL_WinRTApp::OnBackButtonPressed); #endif #if NTDDI_VERSION > NTDDI_WIN8 DisplayInformation::GetForCurrentView()->OrientationChanged += ref new TypedEventHandler(this, &SDL_WinRTApp::OnOrientationChanged); #else DisplayProperties::OrientationChanged += ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged); #endif // Register the hint, SDL_HINT_ORIENTATIONS, with SDL. // TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly. SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL); #if WINAPI_FAMILY == WINAPI_FAMILY_APP // for Windows 8/8.1/RT apps... (and not Phone apps) // Make sure we know when a user has opened the app's settings pane. // This is needed in order to display a privacy policy, which needs // to be done for network-enabled apps, as per Windows Store requirements. using namespace Windows::UI::ApplicationSettings; SettingsPane::GetForCurrentView()->CommandsRequested += ref new TypedEventHandler (this, &SDL_WinRTApp::OnSettingsPaneCommandsRequested); #endif } void SDL_WinRTApp::Load(Platform::String^ entryPoint) { } void SDL_WinRTApp::Run() { SDL_SetMainReady(); if (WINRT_SDLAppEntryPoint) { // TODO, WinRT: pass the C-style main() a reasonably realistic // representation of command line arguments. int argc = 0; char **argv = NULL; WINRT_SDLAppEntryPoint(argc, argv); } } static bool IsSDLWindowEventPending(SDL_WindowEventID windowEventID) { SDL_Event events[128]; const int count = SDL_PeepEvents(events, sizeof(events)/sizeof(SDL_Event), SDL_PEEKEVENT, SDL_WINDOWEVENT, SDL_WINDOWEVENT); for (int i = 0; i < count; ++i) { if (events[i].window.event == windowEventID) { return true; } } return false; } bool SDL_WinRTApp::ShouldWaitForAppResumeEvents() { /* Don't wait if the app is visible: */ if (m_windowVisible) { return false; } /* Don't wait until the window-hide events finish processing. * Do note that if an app-suspend event is sent (as indicated * by SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND * events), then this code may be a moot point, as WinRT's * own event pump (aka ProcessEvents()) will pause regardless * of what we do here. This happens on Windows Phone 8, to note. * Windows 8.x apps, on the other hand, may get a chance to run * these. */ if (IsSDLWindowEventPending(SDL_WINDOWEVENT_HIDDEN)) { return false; } else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_FOCUS_LOST)) { return false; } else if (IsSDLWindowEventPending(SDL_WINDOWEVENT_MINIMIZED)) { return false; } return true; } void SDL_WinRTApp::PumpEvents() { if (!m_windowClosed) { if (!ShouldWaitForAppResumeEvents()) { /* This is the normal way in which events should be pumped. * 'ProcessAllIfPresent' will make ProcessEvents() process anywhere * from zero to N events, and will then return. */ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent); } else { /* This style of event-pumping, with 'ProcessOneAndAllPending', * will cause anywhere from one to N events to be processed. If * at least one event is processed, the call will return. If * no events are pending, then the call will wait until one is * available, and will not return (to the caller) until this * happens! This should only occur when the app is hidden. */ CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending); } } } void SDL_WinRTApp::Uninitialize() { } #if WINAPI_FAMILY == WINAPI_FAMILY_APP void SDL_WinRTApp::OnSettingsPaneCommandsRequested( Windows::UI::ApplicationSettings::SettingsPane ^p, Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args) { using namespace Platform; using namespace Windows::UI::ApplicationSettings; using namespace Windows::UI::Popups; String ^privacyPolicyURL = nullptr; // a URL to an app's Privacy Policy String ^privacyPolicyLabel = nullptr; // label/link text const char *tmpHintValue = NULL; // SDL_GetHint-retrieved value, used immediately wchar_t *tmpStr = NULL; // used for UTF8 to UCS2 conversion // Setup a 'Privacy Policy' link, if one is available (via SDL_GetHint): tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_URL); if (tmpHintValue && tmpHintValue[0] != '\0') { // Convert the privacy policy's URL to UCS2: tmpStr = WIN_UTF8ToString(tmpHintValue); privacyPolicyURL = ref new String(tmpStr); SDL_free(tmpStr); // Optionally retrieve custom label-text for the link. If this isn't // available, a default value will be used instead. tmpHintValue = SDL_GetHint(SDL_HINT_WINRT_PRIVACY_POLICY_LABEL); if (tmpHintValue && tmpHintValue[0] != '\0') { tmpStr = WIN_UTF8ToString(tmpHintValue); privacyPolicyLabel = ref new String(tmpStr); SDL_free(tmpStr); } else { privacyPolicyLabel = ref new String(L"Privacy Policy"); } // Register the link, along with a handler to be called if and when it is // clicked: auto cmd = ref new SettingsCommand(L"privacyPolicy", privacyPolicyLabel, ref new UICommandInvokedHandler([=](IUICommand ^) { Windows::System::Launcher::LaunchUriAsync(ref new Uri(privacyPolicyURL)); })); args->Request->ApplicationCommands->Append(cmd); } } #endif // if WINAPI_FAMILY == WINAPI_FAMILY_APP void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args) { #if LOG_WINDOW_EVENTS==1 SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n", __FUNCTION__, args->Size.Width, args->Size.Height, (int)DisplayProperties::CurrentOrientation, (int)DisplayProperties::NativeOrientation, (int)DisplayProperties::AutoRotationPreferences, (WINRT_GlobalSDLWindow ? "yes" : "no")); #endif WINRT_ProcessWindowSizeChange(); } void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) { #if LOG_WINDOW_EVENTS==1 SDL_Log("%s, visible?=%s, WINRT_GlobalSDLWindow?=%s\n", __FUNCTION__, (args->Visible ? "yes" : "no"), (WINRT_GlobalSDLWindow ? "yes" : "no")); #endif m_windowVisible = args->Visible; if (WINRT_GlobalSDLWindow) { SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid; if (args->Visible) { SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0); SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_GAINED, 0, 0); SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0); } else { SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0); SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_LOST, 0, 0); SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0); } // HACK: Prevent SDL's window-hide handling code, which currently // triggers a fake window resize (possibly erronously), from // marking the SDL window's surface as invalid. // // A better solution to this probably involves figuring out if the // fake window resize can be prevented. WINRT_GlobalSDLWindow->surface_valid = wasSDLWindowSurfaceValid; } } void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) { #if LOG_WINDOW_EVENTS==1 SDL_Log("%s\n", __FUNCTION__); #endif m_windowClosed = true; } void SDL_WinRTApp::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) { CoreWindow::GetForCurrentThread()->Activate(); } void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args) { // Save app state asynchronously after requesting a deferral. Holding a deferral // indicates that the application is busy performing suspending operations. Be // aware that a deferral may not be held indefinitely. After about five seconds, // the app will be forced to exit. // ... but first, let the app know it's about to go to the background. // The separation of events may be important, given that the deferral // runs in a separate thread. This'll make SDL_APP_WILLENTERBACKGROUND // the only event among the two that runs in the main thread. Given // that a few WinRT operations can only be done from the main thread // (things that access the WinRT CoreWindow are one example of this), // this could be important. SDL_SendAppEvent(SDL_APP_WILLENTERBACKGROUND); SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral(); create_task([this, deferral]() { // Send an app did-enter-background event immediately to observers. // CoreDispatcher::ProcessEvents, which is the backbone on which // SDL_WinRTApp::PumpEvents is built, will not return to its caller // once it sends out a suspend event. Any events posted to SDL's // event queue won't get received until the WinRT app is resumed. // SDL_AddEventWatch() may be used to receive app-suspend events on // WinRT. SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND); // Let the Direct3D 11 renderer prepare for the app to be backgrounded. // This is necessary for Windows 8.1, possibly elsewhere in the future. // More details at: http://msdn.microsoft.com/en-us/library/windows/apps/Hh994929.aspx #if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED if (WINRT_GlobalSDLWindow) { SDL_Renderer * renderer = SDL_GetRenderer(WINRT_GlobalSDLWindow); if (renderer && (SDL_strcmp(renderer->info.name, "direct3d11") == 0)) { D3D11_Trim(renderer); } } #endif deferral->Complete(); }); } void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args) { // Restore any data or state that was unloaded on suspend. By default, data // and state are persisted when resuming from suspend. Note that these events // do not occur if the app was previously terminated. SDL_SendAppEvent(SDL_APP_WILLENTERFOREGROUND); SDL_SendAppEvent(SDL_APP_DIDENTERFOREGROUND); } void SDL_WinRTApp::OnExiting(Platform::Object^ sender, Platform::Object^ args) { SDL_SendAppEvent(SDL_APP_TERMINATING); } static void WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^ args, Windows::Foundation::Point transformedPoint) { Windows::UI::Input::PointerPoint ^ pt = args->CurrentPoint; SDL_Log("%s: Position={%f,%f}, Transformed Pos={%f, %f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, SDL button=%d\n", header, pt->Position.X, pt->Position.Y, transformedPoint.X, transformedPoint.Y, pt->Properties->MouseWheelDelta, pt->FrameId, pt->PointerId, WINRT_GetSDLButtonForPointerPoint(pt)); } void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args) { #if LOG_POINTER_EVENTS WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize)); #endif WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint); } void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args) { #if LOG_POINTER_EVENTS WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize)); #endif WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint); } void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args) { #if LOG_POINTER_EVENTS WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize)); #endif WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint); } void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args) { #if LOG_POINTER_EVENTS WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize)); #endif WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint); } void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args) { WINRT_ProcessMouseMovedEvent(WINRT_GlobalSDLWindow, args); } void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args) { WINRT_ProcessKeyDownEvent(args); } void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args) { WINRT_ProcessKeyUpEvent(args); } #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args) { SDL_SendKeyboardKey(SDL_PRESSED, SDL_SCANCODE_AC_BACK); SDL_SendKeyboardKey(SDL_RELEASED, SDL_SCANCODE_AC_BACK); const char *hint = SDL_GetHint(SDL_HINT_WINRT_HANDLE_BACK_BUTTON); if (hint) { if (*hint == '1') { args->Handled = true; } } } #endif