src/video/winrt/SDL_winrtmessagebox.cpp
author Ryan C. Gordon <icculus@icculus.org>
Thu, 09 Apr 2015 22:28:37 -0400
changeset 9541 cf8fab52e33b
parent 8770 968ebfc6d824
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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extern "C" {
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#include "SDL_messagebox.h"
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#include "../../core/windows/SDL_windows.h"
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}
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#include "SDL_winrtevents_c.h"
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#include <windows.ui.popups.h>
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using namespace Platform;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Popups;
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static String ^
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WINRT_UTF8ToPlatformString(const char * str)
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{
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    wchar_t * wstr = WIN_UTF8ToString(str);
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    String ^ rtstr = ref new String(wstr);
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    SDL_free(wstr);
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    return rtstr;
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}
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extern "C" int
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WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid)
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{
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
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    /* Sadly, Windows Phone 8 doesn't include the MessageDialog class that
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     * Windows 8.x/RT does, even though MSDN's reference documentation for
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     * Windows Phone 8 mentions it.
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     * 
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     * The .NET runtime on Windows Phone 8 does, however, include a
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     * MessageBox class.  Perhaps this could be called, somehow?
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     */
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    return SDL_SetError("SDL_messagebox support is not available for Windows Phone 8.0");
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#else
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    SDL_VideoDevice *_this = SDL_GetVideoDevice();
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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    const int maxbuttons = 2;
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    const char * platform = "Windows Phone 8.1+";
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#else
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    const int maxbuttons = 3;
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    const char * platform = "Windows 8.x";
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#endif
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    if (messageboxdata->numbuttons > maxbuttons) {
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        return SDL_SetError("WinRT's MessageDialog only supports %d buttons, at most, on %s. %d were requested.",
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            maxbuttons, platform, messageboxdata->numbuttons);
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    }
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    /* Build a MessageDialog object and its buttons */
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    MessageDialog ^ dialog = ref new MessageDialog(WINRT_UTF8ToPlatformString(messageboxdata->message));
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    dialog->Title = WINRT_UTF8ToPlatformString(messageboxdata->title);
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    for (int i = 0; i < messageboxdata->numbuttons; ++i) {
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        UICommand ^ button = ref new UICommand(WINRT_UTF8ToPlatformString(messageboxdata->buttons[i].text));
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        button->Id = safe_cast<IntPtr>(i);
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        dialog->Commands->Append(button);
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        if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT) {
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            dialog->CancelCommandIndex = i;
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        }
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        if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT) {
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            dialog->DefaultCommandIndex = i;
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        }
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    }
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    /* Display the MessageDialog, then wait for it to be closed */
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    /* TODO, WinRT: Find a way to redraw MessageDialog instances if a GPU device-reset occurs during the following event-loop */
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    auto operation = dialog->ShowAsync();
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    while (operation->Status == Windows::Foundation::AsyncStatus::Started) {
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        WINRT_PumpEvents(_this);
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    }
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    /* Retrieve results from the MessageDialog and process them accordingly */
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    if (operation->Status != Windows::Foundation::AsyncStatus::Completed) {
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        return SDL_SetError("An unknown error occurred in displaying the WinRT MessageDialog");
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    }
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    if (buttonid) {
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        IntPtr results = safe_cast<IntPtr>(operation->GetResults()->Id);
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        int clicked_index = results.ToInt32();
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        *buttonid = messageboxdata->buttons[clicked_index].buttonid;
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    }
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    return 0;
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#endif /* if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else */
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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/* vi: set ts=4 sw=4 expandtab: */
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