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SDL_WinRTApp.cpp

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201 lines (166 loc) · 6.27 KB
 
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#include "SDLmain_WinRT_common.h"
#include "SDL_WinRTApp.h"
#include "BasicTimer.h"
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extern "C" {
#include "SDL_assert.h"
#include "SDL_stdinc.h"
#include "../SDL_sysvideo.h"
}
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// HACK, DLudwig: The C-style main() will get loaded via the app's
// WinRT-styled main(), which is part of SDLmain_for_WinRT.cpp.
// This seems wrong on some level, but does seem to work.
typedef int (*SDL_WinRT_MainFunction)(int, char **);
static SDL_WinRT_MainFunction SDL_WinRT_main = nullptr;
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// HACK, DLudwig: record a reference to the global, Windows RT '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;
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using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace concurrency;
SDL_WinRTApp::SDL_WinRTApp() :
m_windowClosed(false),
m_windowVisible(true)
{
}
void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
{
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnActivated);
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
m_renderer = ref new CubeRenderer();
}
void SDL_WinRTApp::SetWindow(CoreWindow^ window)
{
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
window->PointerPressed +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
window->PointerMoved +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
m_renderer->Initialize(CoreWindow::GetForCurrentThread());
}
void SDL_WinRTApp::Load(Platform::String^ entryPoint)
{
}
void SDL_WinRTApp::Run()
{
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if (SDL_WinRT_main)
{
// TODO, WinRT: pass the C-style main() a reasonably realistic
// representation of command line arguments.
int argc = 0;
char **argv = NULL;
SDL_WinRT_main(argc, argv);
}
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BasicTimer^ timer = ref new BasicTimer();
while (!m_windowClosed)
{
if (m_windowVisible)
{
timer->Update();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
m_renderer->Update(timer->Total, timer->Delta);
m_renderer->Render();
m_renderer->Present(); // This call is synchronized to the display frame rate.
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
void SDL_WinRTApp::Uninitialize()
{
}
void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
m_renderer->UpdateForWindowSizeChange();
}
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}
void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
m_windowClosed = true;
}
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
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.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
create_task([this, deferral]()
{
// Insert your code here.
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 this event
// does not occur if the app was previously terminated.
}
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SDL_DisplayMode SDL_WinRTApp::GetMainDisplayMode()
{
SDL_DisplayMode mode;
SDL_zero(mode);
mode.format = SDL_PIXELFORMAT_RGB888;
mode.w = (int) CoreWindow::GetForCurrentThread()->Bounds.Width;
mode.h = (int) CoreWindow::GetForCurrentThread()->Bounds.Height;
mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
mode.driverdata = NULL;
return mode;
}
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IFrameworkView^ Direct3DApplicationSource::CreateView()
{
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// 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;
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__declspec(dllexport) int SDL_WinRT_RunApplication(SDL_WinRT_MainFunction mainFunction)
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SDL_WinRT_main = mainFunction;
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
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CoreApplication::Run(direct3DApplicationSource);
return 0;
}