src/video/winrt/SDL_winrtevents.cpp
author Ryan C. Gordon <icculus@icculus.org>
Thu, 09 Apr 2015 22:28:37 -0400
changeset 9541 cf8fab52e33b
parent 8615 097646deaef2
child 9619 b94b6d0bff0f
permissions -rw-r--r--
Merged Alex Szpakowski's iOS-improvement branch to default.

Fixes Bugzilla #2798.
Fixes Bugzilla #2212.
Fixes Bugzilla #2826.
Fixes Bugzilla #2661.
Fixes Bugzilla #1885.
Fixes Bugzilla #1578.
Fixes Bugzilla #2751.

(whew!)

Notable changes, from Alex's notes:

- The SDL_WINDOW_ALLOW_HIGHDPI flag is now needed (along with SDL_GL_GetDrawableSize or SDL_GetRendererOutputSize) to use Retina / high DPI resolutions, bringing SDL’s Retina-related behavior on iOS in line with Mac OS X. Window dimensions and display modes are now in the “points” (non-high DPI) coordinate system rather than pixels, whereas SDL_GL_GetDrawableSize is in pixels.

- Reworked the custom extended launch screen code:
- It now hides after the first SDL_PumpEvents call rather than SDL_CreateWindow, and it fades out in a similar manner to the system launch screen behavior.
- It now mirrors the system launch screen behavior when deciding which image to display: it falls back to using the Launch Images dictionary in Info.plist if the iOS 8+ launch screen nib isn’t available, and if the Launch Images dictionary doesn’t exist it uses the old standard launch image names.
- The extended launch screen can now be disabled via the SDL_IPHONE_LAUNCHSCREEN define in SDL_config_iphoneos.h.

- Added support for SDL_HINT_ACCELEROMETER_AS_JOYSTICK.

- Added access to a window view's renderbuffer and framebuffer to syswm.

- Added OpenGL ES debug labels for the Renderbuffer and Framebuffer Objects created with SDL_GL_CreateContext.

- Added support for sRGB OpenGL ES contexts on iOS 7+.

- Updated OpenGL ES contexts to support native-resolution rendering (when SDL_WINDOW_ALLOW_HIGHDPI is enabled) on the iPhone 6 Plus, i.e. 1080x1920 rather than 1242x2208.

- Updated SDL_GL_CreateContext, SDL_GL_SwapWindow, SDL_GL_MakeCurrent, and SDL_GL_DeleteContext to be more robust.

- Updated SDL windows to display a UIView at all times, even when an OpenGL context is not active. This allows rotation, touch events, and other windowing-related events to work properly without an active OpenGL context. It also makes it easier to use SDL_GetWindowWMInfo after creating a SDL window.

- Updated the iOS-specific Objective-C code to use cleaner and more modern language features and APIs, including ARC instead of manual reference counting.

- Updated SDL_HINT_ORIENTATIONS to allow disabling custom orientations if the hint is set with no valid orientation names.

- Fixed several rotation and orientation bugs with windows and display modes, especially in iOS 8+.

- Fixed SDL_SetWindowFullscreen failing to update the status bar visibility on iOS 7+.

- Fixed the orientation of the offset applied to the window’s view when the onscreen keyboard is shown in iOS 8+.

- Fixed SDL_IsScreenKeyboardShown (patch by Phil Hassey.)

- Fixed several major memory leaks caused by missing autorelease pool blocks in the iOS-specific Objective-C code.

- Removed several dead code paths.

- The iOS 7 SDK (Xcode 5) or newer is now required to build SDL for iOS.
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/*
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  Simple DirectMedia Layer
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  Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
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  This software is provided 'as-is', without any express or implied
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  warranty.  In no event will the authors be held liable for any damages
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  arising from the use of this software.
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  Permission is granted to anyone to use this software for any purpose,
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  including commercial applications, and to alter it and redistribute it
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  freely, subject to the following restrictions:
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  1. The origin of this software must not be misrepresented; you must not
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     claim that you wrote the original software. If you use this software
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     in a product, an acknowledgment in the product documentation would be
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     appreciated but is not required.
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  2. Altered source versions must be plainly marked as such, and must not be
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     misrepresented as being the original software.
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  3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_WINRT
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/*
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 * Windows includes:
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 */
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#include <Windows.h>
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using namespace Windows::UI::Core;
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using Windows::UI::Core::CoreCursor;
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/*
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 * SDL includes:
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 */
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#include "SDL_winrtevents_c.h"
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#include "../../core/winrt/SDL_winrtapp_common.h"
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#include "../../core/winrt/SDL_winrtapp_direct3d.h"
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#include "../../core/winrt/SDL_winrtapp_xaml.h"
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#include "SDL_assert.h"
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#include "SDL_system.h"
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extern "C" {
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#include "../SDL_sysvideo.h"
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#include "../../events/SDL_events_c.h"
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}
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/* Forward declarations */
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static void WINRT_YieldXAMLThread();
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/* Global event management */
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void
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WINRT_PumpEvents(_THIS)
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{
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    if (SDL_WinRTGlobalApp) {
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        SDL_WinRTGlobalApp->PumpEvents();
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    } else if (WINRT_XAMLWasEnabled) {
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        WINRT_YieldXAMLThread();
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    }
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}
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/* XAML Thread management */
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enum SDL_XAMLAppThreadState
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{
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    ThreadState_NotLaunched = 0,
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    ThreadState_Running,
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    ThreadState_Yielding
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};
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static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched;
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static SDL_Thread * _XAMLThread = nullptr;
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static SDL_mutex * _mutex = nullptr;
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static SDL_cond * _cond = nullptr;
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static void
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WINRT_YieldXAMLThread()
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{
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    SDL_LockMutex(_mutex);
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    SDL_assert(_threadState == ThreadState_Running);
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    _threadState = ThreadState_Yielding;
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    SDL_UnlockMutex(_mutex);
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    SDL_CondSignal(_cond);
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    SDL_LockMutex(_mutex);
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    while (_threadState != ThreadState_Running) {
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        SDL_CondWait(_cond, _mutex);
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    }
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    SDL_UnlockMutex(_mutex);
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}
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static int
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WINRT_XAMLThreadMain(void * userdata)
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{
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    // TODO, WinRT: pass the C-style main() a reasonably realistic
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    // representation of command line arguments.
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    int argc = 0;
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    char **argv = NULL;
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    return WINRT_SDLAppEntryPoint(argc, argv);
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}
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void
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WINRT_CycleXAMLThread()
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{
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    switch (_threadState) {
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        case ThreadState_NotLaunched:
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        {
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            _cond = SDL_CreateCond();
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            _mutex = SDL_CreateMutex();
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            _threadState = ThreadState_Running;
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            _XAMLThread = SDL_CreateThread(WINRT_XAMLThreadMain, "SDL/XAML App Thread", nullptr);
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            SDL_LockMutex(_mutex);
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            while (_threadState != ThreadState_Yielding) {
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                SDL_CondWait(_cond, _mutex);
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            }
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            SDL_UnlockMutex(_mutex);
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            break;
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        }
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        case ThreadState_Running:
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        {
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            SDL_assert(false);
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            break;
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        }
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        case ThreadState_Yielding:
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        {
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            SDL_LockMutex(_mutex);
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            SDL_assert(_threadState == ThreadState_Yielding);
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            _threadState = ThreadState_Running;
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            SDL_UnlockMutex(_mutex);
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            SDL_CondSignal(_cond);
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            SDL_LockMutex(_mutex);
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            while (_threadState != ThreadState_Yielding) {
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                SDL_CondWait(_cond, _mutex);
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            }
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            SDL_UnlockMutex(_mutex);
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        }
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    }
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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