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SDL_WinRTApp.cpp
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#include <string>
#include <unordered_map>
#include <sstream>
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#include "ppltasks.h"
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extern "C" {
#include "SDL_assert.h"
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#include "SDL_events.h"
#include "SDL_hints.h"
#include "SDL_log.h"
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#include "SDL_stdinc.h"
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#include "SDL_render.h"
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#include "../SDL_sysvideo.h"
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#include "../../SDL_hints_c.h"
#include "../../events/scancodes_windows.h"
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#include "../../events/SDL_mouse_c.h"
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#include "../../events/SDL_keyboard_c.h"
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#include "../../events/SDL_windowevents_c.h"
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#include "../../render/SDL_sysrender.h"
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}
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#include "SDL_winrtvideo.h"
#include "SDL_WinRTApp.h"
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using namespace concurrency;
using namespace std;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::Devices::Input;
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using namespace Windows::Graphics::Display;
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using namespace Windows::Foundation;
using namespace Windows::System;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
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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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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;
}
__declspec(dllexport) int SDL_WinRT_RunApplication(SDL_WinRT_MainFunction mainFunction)
{
SDL_WinRT_main = mainFunction;
auto direct3DApplicationSource = ref new SDLApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
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static void WINRT_SetDisplayOrientationsPreference(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;
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 Windows RT [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).
DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags;
}
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SDL_WinRTApp::SDL_WinRTApp() :
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m_windowClosed(false),
m_windowVisible(true),
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m_sdlWindowData(NULL),
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m_sdlVideoDevice(NULL),
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m_useRelativeMouseMode(false)
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{
}
void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
{
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applicationView->Activated +=
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ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnActivated);
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CoreApplication::Suspending +=
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ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
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CoreApplication::Resuming +=
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ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
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// Register the hint, SDL_HINT_ORIENTATIONS, with SDL. This needs to be
// done before the hint's callback is registered (as of Feb 22, 2013),
// otherwise the hint callback won't get registered.
//
// WinRT, TODO: 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_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown");
SDL_RegisterHintChangedCb(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference);
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}
void SDL_WinRTApp::SetWindow(CoreWindow^ window)
{
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window->SizeChanged +=
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ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
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window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
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window->Closed +=
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ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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#endif
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window->PointerPressed +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
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window->PointerReleased +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
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window->PointerWheelChanged +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
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window->PointerMoved +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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// Retrieves relative-only mouse movements:
Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved +=
ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &SDL_WinRTApp::OnMouseMoved);
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#endif
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window->KeyDown +=
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ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
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window->KeyUp +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
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}
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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}
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void SDL_WinRTApp::PumpEvents()
{
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if (!m_windowClosed)
{
if (m_windowVisible)
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
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}
void SDL_WinRTApp::Uninitialize()
{
}
void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
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#if 0
SDL_Log("%s, {%f,%f}\n", __FUNCTION__, args->Size.Width, args->Size.Height);
#endif
if (m_sdlWindowData) {
// Make the new window size be the one true fullscreen mode.
// This change was 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.
//
// TODO, WinRT: consider dropping old display modes after the fullscreen window changes size (from rotations, etc.)
m_sdlWindowData->sdlWindow->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
SDL_AddDisplayMode(&m_sdlVideoDevice->displays[0], &m_sdlWindowData->sdlWindow->fullscreen_mode);
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// HACK, Feb 19, 2013: SDL_WINDOWEVENT_RESIZED events, when sent,
// will attempt to fix the values of the main window's renderer's
// viewport. While this can be good, it does appear to be buggy,
// and can cause a fullscreen viewport to become corrupted. This
// behavior was noticed on a Surface RT while rotating the device
// from landscape to portrait. Oddly enough, this did not occur
// in the Windows Simulator.
//
// Backing up, then restoring, the main renderer's 'resized' flag
// seems to fix fullscreen viewport problems when rotating a
// Windows device.
//
// Commencing hack in 3... 2... 1...
SDL_Renderer * rendererForMainWindow = SDL_GetRenderer(m_sdlWindowData->sdlWindow);
// For now, limit the hack to when the Direct3D 11.1 is getting used:
const bool usingD3D11Renderer = \
(rendererForMainWindow != NULL) &&
(SDL_strcmp(rendererForMainWindow->info.name, "direct3d 11.1") == 0);
SDL_bool wasD3D11RendererResized = SDL_FALSE;
if (usingD3D11Renderer) {
wasD3D11RendererResized = rendererForMainWindow->resized;
}
// Send the window-resize event to the rest of SDL, and to apps:
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const int windowWidth = (int) ceil(args->Size.Width);
const int windowHeight = (int) ceil(args->Size.Height);
SDL_SendWindowEvent(
m_sdlWindowData->sdlWindow,
SDL_WINDOWEVENT_RESIZED,
windowWidth,
windowHeight);
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// Viewport hack, part two:
if (usingD3D11Renderer) {
rendererForMainWindow->resized = wasD3D11RendererResized;
}
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}
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}
void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
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m_windowVisible = args->Visible;
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if (m_sdlWindowData) {
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SDL_bool wasSDLWindowSurfaceValid = m_sdlWindowData->sdlWindow->surface_valid;
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if (args->Visible) {
SDL_SendWindowEvent(m_sdlWindowData->sdlWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
} else {
SDL_SendWindowEvent(m_sdlWindowData->sdlWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
}
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// 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.
m_sdlWindowData->sdlWindow->surface_valid = wasSDLWindowSurfaceValid;
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}
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}
void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
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m_windowClosed = true;
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}
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static Uint8
WINRT_GetSDLButtonForPointerPoint(PointerPoint ^ pt)
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{
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switch (pt->Properties->PointerUpdateKind)
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{
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case PointerUpdateKind::LeftButtonPressed:
case PointerUpdateKind::LeftButtonReleased:
return SDL_BUTTON_LEFT;
case PointerUpdateKind::RightButtonPressed:
case PointerUpdateKind::RightButtonReleased:
return SDL_BUTTON_RIGHT;
case PointerUpdateKind::MiddleButtonPressed:
case PointerUpdateKind::MiddleButtonReleased:
return SDL_BUTTON_MIDDLE;
case PointerUpdateKind::XButton1Pressed:
case PointerUpdateKind::XButton1Released:
return SDL_BUTTON_X1;
case PointerUpdateKind::XButton2Pressed:
case PointerUpdateKind::XButton2Released:
return SDL_BUTTON_X2;
default:
break;
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}
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return 0;
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}
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static const char *
WINRT_ConvertPointerUpdateKindToString(PointerUpdateKind kind)
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{
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switch (kind)
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{
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case PointerUpdateKind::Other:
return "Other";
case PointerUpdateKind::LeftButtonPressed:
return "LeftButtonPressed";
case PointerUpdateKind::LeftButtonReleased:
return "LeftButtonReleased";
case PointerUpdateKind::RightButtonPressed:
return "RightButtonPressed";
case PointerUpdateKind::RightButtonReleased:
return "RightButtonReleased";
case PointerUpdateKind::MiddleButtonPressed:
return "MiddleButtonPressed";
case PointerUpdateKind::MiddleButtonReleased:
return "MiddleButtonReleased";
case PointerUpdateKind::XButton1Pressed:
return "XButton1Pressed";
case PointerUpdateKind::XButton1Released:
return "XButton1Released";
case PointerUpdateKind::XButton2Pressed:
return "XButton2Pressed";
case PointerUpdateKind::XButton2Released:
return "XButton2Released";
}
return "";
}
static void
WINRT_LogPointerEvent(const string & header, PointerEventArgs ^ args)
{
PointerPoint ^ pt = args->CurrentPoint;
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SDL_Log("%s: Position={%f,%f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, PointerUpdateKind=%s\n",
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header.c_str(),
pt->Position.X, pt->Position.Y,
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pt->Properties->MouseWheelDelta,
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pt->FrameId,
pt->PointerId,
WINRT_ConvertPointerUpdateKindToString(args->CurrentPoint->Properties->PointerUpdateKind));
}
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
#if 0
WINRT_LogPointerEvent("mouse down", args);
#endif
if (m_sdlWindowData) {
Uint8 button = WINRT_GetSDLButtonForPointerPoint(args->CurrentPoint);
if (button) {
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SDL_SendMouseButton(m_sdlWindowData->sdlWindow, 0, SDL_PRESSED, button);
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}
}
}
void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
{
#if 0
WINRT_LogPointerEvent("mouse up", args);
#endif
if (m_sdlWindowData) {
Uint8 button = WINRT_GetSDLButtonForPointerPoint(args->CurrentPoint);
if (button) {
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SDL_SendMouseButton(m_sdlWindowData->sdlWindow, 0, SDL_RELEASED, button);
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}
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}
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}
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void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
{
#if 0
WINRT_LogPointerEvent("wheel changed", args);
#endif
if (m_sdlWindowData) {
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// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
short motion = args->CurrentPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
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SDL_SendMouseWheel(m_sdlWindowData->sdlWindow, 0, 0, motion);
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}
}
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static inline int _lround(float arg) {
if (arg >= 0.0f) {
return (int)floor(arg + 0.5f);
} else {
return (int)ceil(arg - 0.5f);
}
}
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void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
{
if (m_sdlWindowData && m_useRelativeMouseMode) {
// DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
// Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
// MouseDelta field often reports very large values. More information
// on this can be found at the following pages on MSDN:
// - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
// - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
//
// The values do not appear to be as large when running on some systems,
// most notably a Surface RT. Furthermore, the values returned by
// CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
// method, do not ever appear to be large, even when MouseEventArgs'
// MouseDelta is reporting to the contrary.
//
// On systems with the large-values behavior, it appears that the values
// get reported as if the screen's size is 65536 units in both the X and Y
// dimensions. This can be viewed by using Windows' now-private, "Raw Input"
// APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
//
// MSDN's documentation on MouseEventArgs' MouseDelta field (at
// http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
// does not seem to indicate (to me) that its values should be so large. It
// says that its values should be a "change in screen location". I could
// be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
// http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
// indicates that these values are in DIPs, which is the same unit used
// by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
// property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
// for details.)
//
// To note, PointerMoved events are sent a 'RawPosition' value (via the
// CurrentPoint property in MouseEventArgs), however these do not seem
// to exhibit the same large-value behavior.
//
// The values passed via PointerMoved events can't always be used for relative
// mouse motion, unfortunately. Its values are bound to the cursor's position,
// which stops when it hits one of the screen's edges. This can be a problem in
// first person shooters, whereby it is normal for mouse motion to travel far
// along any one axis for a period of time. MouseMoved events do not have the
// screen-bounding limitation, and can be used regardless of where the system's
// cursor is.
//
// One possible workaround would be to programmatically set the cursor's
// position to the screen's center (when SDL's relative mouse mode is enabled),
// however Windows RT does not yet seem to have the ability to set the cursor's
// position via a public API. Win32 did this via an API call, SetCursorPos,
// however WinRT makes this function be private. Apps that use it won't get
// approved for distribution in the Windows Store. I've yet to be able to find
// a suitable, store-friendly counterpart for WinRT.
//
// There may be some room for a workaround whereby OnPointerMoved's values
// are compared to the values from OnMouseMoved in order to detect
// when this bug is active. A suitable transformation could then be made to
// OnMouseMoved's values. For now, however, the system-reported values are sent
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// to SDL with minimal transformation: from native screen coordinates (in DIPs)
// to SDL window coordinates.
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//
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const Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
const Point mouseDeltaInSDLWindowCoords = TransformCursor(mouseDeltaInDIPs);
SDL_SendMouseMotion(
m_sdlWindowData->sdlWindow,
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0,
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1,
_lround(mouseDeltaInSDLWindowCoords.X),
_lround(mouseDeltaInSDLWindowCoords.Y));
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}
}
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// Applies necessary geometric transformations to raw cursor positions:
Point SDL_WinRTApp::TransformCursor(Point rawPosition)
{
if ( ! m_sdlWindowData || ! m_sdlWindowData->sdlWindow ) {
return rawPosition;
}
CoreWindow ^ nativeWindow = CoreWindow::GetForCurrentThread();
Point outputPosition;
outputPosition.X = rawPosition.X * (((float32)m_sdlWindowData->sdlWindow->w) / nativeWindow->Bounds.Width);
outputPosition.Y = rawPosition.Y * (((float32)m_sdlWindowData->sdlWindow->h) / nativeWindow->Bounds.Height);
return outputPosition;
}
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void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
{
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if (m_sdlWindowData && ! m_useRelativeMouseMode)
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{
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Point transformedPoint = TransformCursor(args->CurrentPoint->Position);
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SDL_SendMouseMotion(m_sdlWindowData->sdlWindow, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
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}
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}
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static SDL_Scancode WinRT_Official_Keycodes[] = {
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SDL_SCANCODE_UNKNOWN, // VirtualKey.None -- 0
SDL_SCANCODE_UNKNOWN, // VirtualKey.LeftButton -- 1
SDL_SCANCODE_UNKNOWN, // VirtualKey.RightButton -- 2
SDL_SCANCODE_CANCEL, // VirtualKey.Cancel -- 3
SDL_SCANCODE_UNKNOWN, // VirtualKey.MiddleButton -- 4
SDL_SCANCODE_UNKNOWN, // VirtualKey.XButton1 -- 5
SDL_SCANCODE_UNKNOWN, // VirtualKey.XButton2 -- 6
SDL_SCANCODE_UNKNOWN, // -- 7
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SDL_SCANCODE_BACKSPACE, // VirtualKey.Back -- 8
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SDL_SCANCODE_TAB, // VirtualKey.Tab -- 9
SDL_SCANCODE_UNKNOWN, // -- 10
SDL_SCANCODE_UNKNOWN, // -- 11
SDL_SCANCODE_CLEAR, // VirtualKey.Clear -- 12
SDL_SCANCODE_RETURN, // VirtualKey.Enter -- 13
SDL_SCANCODE_UNKNOWN, // -- 14
SDL_SCANCODE_UNKNOWN, // -- 15
SDL_SCANCODE_LSHIFT, // VirtualKey.Shift -- 16
SDL_SCANCODE_LCTRL, // VirtualKey.Control -- 17
SDL_SCANCODE_MENU, // VirtualKey.Menu -- 18
SDL_SCANCODE_PAUSE, // VirtualKey.Pause -- 19
SDL_SCANCODE_CAPSLOCK, // VirtualKey.CapitalLock -- 20
SDL_SCANCODE_UNKNOWN, // VirtualKey.Kana or VirtualKey.Hangul -- 21
SDL_SCANCODE_UNKNOWN, // -- 22
SDL_SCANCODE_UNKNOWN, // VirtualKey.Junja -- 23
SDL_SCANCODE_UNKNOWN, // VirtualKey.Final -- 24
SDL_SCANCODE_UNKNOWN, // VirtualKey.Hanja or VirtualKey.Kanji -- 25
SDL_SCANCODE_UNKNOWN, // -- 26
SDL_SCANCODE_ESCAPE, // VirtualKey.Escape -- 27
SDL_SCANCODE_UNKNOWN, // VirtualKey.Convert -- 28
SDL_SCANCODE_UNKNOWN, // VirtualKey.NonConvert -- 29
SDL_SCANCODE_UNKNOWN, // VirtualKey.Accept -- 30
SDL_SCANCODE_UNKNOWN, // VirtualKey.ModeChange -- 31 (maybe SDL_SCANCODE_MODE ?)
SDL_SCANCODE_SPACE, // VirtualKey.Space -- 32
SDL_SCANCODE_PAGEUP, // VirtualKey.PageUp -- 33
SDL_SCANCODE_PAGEDOWN, // VirtualKey.PageDown -- 34
SDL_SCANCODE_END, // VirtualKey.End -- 35
SDL_SCANCODE_HOME, // VirtualKey.Home -- 36
SDL_SCANCODE_LEFT, // VirtualKey.Left -- 37
SDL_SCANCODE_UP, // VirtualKey.Up -- 38
SDL_SCANCODE_RIGHT, // VirtualKey.Right -- 39
SDL_SCANCODE_DOWN, // VirtualKey.Down -- 40
SDL_SCANCODE_SELECT, // VirtualKey.Select -- 41
SDL_SCANCODE_UNKNOWN, // VirtualKey.Print -- 42 (maybe SDL_SCANCODE_PRINTSCREEN ?)
SDL_SCANCODE_EXECUTE, // VirtualKey.Execute -- 43
SDL_SCANCODE_UNKNOWN, // VirtualKey.Snapshot -- 44
SDL_SCANCODE_INSERT, // VirtualKey.Insert -- 45
SDL_SCANCODE_DELETE, // VirtualKey.Delete -- 46
SDL_SCANCODE_HELP, // VirtualKey.Help -- 47
SDL_SCANCODE_0, // VirtualKey.Number0 -- 48
SDL_SCANCODE_1, // VirtualKey.Number1 -- 49
SDL_SCANCODE_2, // VirtualKey.Number2 -- 50
SDL_SCANCODE_3, // VirtualKey.Number3 -- 51
SDL_SCANCODE_4, // VirtualKey.Number4 -- 52
SDL_SCANCODE_5, // VirtualKey.Number5 -- 53
SDL_SCANCODE_6, // VirtualKey.Number6 -- 54
SDL_SCANCODE_7, // VirtualKey.Number7 -- 55
SDL_SCANCODE_8, // VirtualKey.Number8 -- 56
SDL_SCANCODE_9, // VirtualKey.Number9 -- 57
SDL_SCANCODE_UNKNOWN, // -- 58
SDL_SCANCODE_UNKNOWN, // -- 59
SDL_SCANCODE_UNKNOWN, // -- 60
SDL_SCANCODE_UNKNOWN, // -- 61
SDL_SCANCODE_UNKNOWN, // -- 62
SDL_SCANCODE_UNKNOWN, // -- 63
SDL_SCANCODE_UNKNOWN, // -- 64
SDL_SCANCODE_A, // VirtualKey.A -- 65
SDL_SCANCODE_B, // VirtualKey.B -- 66
SDL_SCANCODE_C, // VirtualKey.C -- 67
SDL_SCANCODE_D, // VirtualKey.D -- 68
SDL_SCANCODE_E, // VirtualKey.E -- 69
SDL_SCANCODE_F, // VirtualKey.F -- 70
SDL_SCANCODE_G, // VirtualKey.G -- 71
SDL_SCANCODE_H, // VirtualKey.H -- 72
SDL_SCANCODE_I, // VirtualKey.I -- 73
SDL_SCANCODE_J, // VirtualKey.J -- 74
SDL_SCANCODE_K, // VirtualKey.K -- 75
SDL_SCANCODE_L, // VirtualKey.L -- 76
SDL_SCANCODE_M, // VirtualKey.M -- 77
SDL_SCANCODE_N, // VirtualKey.N -- 78
SDL_SCANCODE_O, // VirtualKey.O -- 79
SDL_SCANCODE_P, // VirtualKey.P -- 80
SDL_SCANCODE_Q, // VirtualKey.Q -- 81
SDL_SCANCODE_R, // VirtualKey.R -- 82
SDL_SCANCODE_S, // VirtualKey.S -- 83
SDL_SCANCODE_T, // VirtualKey.T -- 84
SDL_SCANCODE_U, // VirtualKey.U -- 85
SDL_SCANCODE_V, // VirtualKey.V -- 86
SDL_SCANCODE_W, // VirtualKey.W -- 87
SDL_SCANCODE_X, // VirtualKey.X -- 88
SDL_SCANCODE_Y, // VirtualKey.Y -- 89
SDL_SCANCODE_Z, // VirtualKey.Z -- 90
SDL_SCANCODE_UNKNOWN, // VirtualKey.LeftWindows -- 91 (maybe SDL_SCANCODE_APPLICATION or SDL_SCANCODE_LGUI ?)
SDL_SCANCODE_UNKNOWN, // VirtualKey.RightWindows -- 92 (maybe SDL_SCANCODE_APPLICATION or SDL_SCANCODE_RGUI ?)
SDL_SCANCODE_APPLICATION, // VirtualKey.Application -- 93
SDL_SCANCODE_UNKNOWN, // -- 94
SDL_SCANCODE_SLEEP, // VirtualKey.Sleep -- 95
SDL_SCANCODE_KP_0, // VirtualKey.NumberPad0 -- 96
SDL_SCANCODE_KP_1, // VirtualKey.NumberPad1 -- 97
SDL_SCANCODE_KP_2, // VirtualKey.NumberPad2 -- 98
SDL_SCANCODE_KP_3, // VirtualKey.NumberPad3 -- 99
SDL_SCANCODE_KP_4, // VirtualKey.NumberPad4 -- 100
SDL_SCANCODE_KP_5, // VirtualKey.NumberPad5 -- 101
SDL_SCANCODE_KP_6, // VirtualKey.NumberPad6 -- 102
SDL_SCANCODE_KP_7, // VirtualKey.NumberPad7 -- 103
SDL_SCANCODE_KP_8, // VirtualKey.NumberPad8 -- 104
SDL_SCANCODE_KP_9, // VirtualKey.NumberPad9 -- 105
SDL_SCANCODE_KP_MULTIPLY, // VirtualKey.Multiply -- 106
SDL_SCANCODE_KP_PLUS, // VirtualKey.Add -- 107
SDL_SCANCODE_UNKNOWN, // VirtualKey.Separator -- 108
SDL_SCANCODE_KP_MINUS, // VirtualKey.Subtract -- 109
SDL_SCANCODE_UNKNOWN, // VirtualKey.Decimal -- 110 (maybe SDL_SCANCODE_DECIMALSEPARATOR, SDL_SCANCODE_KP_DECIMAL, or SDL_SCANCODE_KP_PERIOD ?)
SDL_SCANCODE_KP_DIVIDE, // VirtualKey.Divide -- 111
SDL_SCANCODE_F1, // VirtualKey.F1 -- 112
SDL_SCANCODE_F2, // VirtualKey.F2 -- 113
SDL_SCANCODE_F3, // VirtualKey.F3 -- 114
SDL_SCANCODE_F4, // VirtualKey.F4 -- 115
SDL_SCANCODE_F5, // VirtualKey.F5 -- 116
SDL_SCANCODE_F6, // VirtualKey.F6 -- 117
SDL_SCANCODE_F7, // VirtualKey.F7 -- 118
SDL_SCANCODE_F8, // VirtualKey.F8 -- 119
SDL_SCANCODE_F9, // VirtualKey.F9 -- 120
SDL_SCANCODE_F10, // VirtualKey.F10 -- 121
SDL_SCANCODE_F11, // VirtualKey.F11 -- 122
SDL_SCANCODE_F12, // VirtualKey.F12 -- 123
SDL_SCANCODE_F13, // VirtualKey.F13 -- 124
SDL_SCANCODE_F14, // VirtualKey.F14 -- 125
SDL_SCANCODE_F15, // VirtualKey.F15 -- 126
SDL_SCANCODE_F16, // VirtualKey.F16 -- 127
SDL_SCANCODE_F17, // VirtualKey.F17 -- 128
SDL_SCANCODE_F18, // VirtualKey.F18 -- 129
SDL_SCANCODE_F19, // VirtualKey.F19 -- 130
SDL_SCANCODE_F20, // VirtualKey.F20 -- 131
SDL_SCANCODE_F21, // VirtualKey.F21 -- 132
SDL_SCANCODE_F22, // VirtualKey.F22 -- 133
SDL_SCANCODE_F23, // VirtualKey.F23 -- 134
SDL_SCANCODE_F24, // VirtualKey.F24 -- 135
SDL_SCANCODE_UNKNOWN, // -- 136
SDL_SCANCODE_UNKNOWN, // -- 137
SDL_SCANCODE_UNKNOWN, // -- 138
SDL_SCANCODE_UNKNOWN, // -- 139
SDL_SCANCODE_UNKNOWN, // -- 140
SDL_SCANCODE_UNKNOWN, // -- 141
SDL_SCANCODE_UNKNOWN, // -- 142
SDL_SCANCODE_UNKNOWN, // -- 143
SDL_SCANCODE_NUMLOCKCLEAR, // VirtualKey.NumberKeyLock -- 144
SDL_SCANCODE_SCROLLLOCK, // VirtualKey.Scroll -- 145
SDL_SCANCODE_UNKNOWN, // -- 146
SDL_SCANCODE_UNKNOWN, // -- 147
SDL_SCANCODE_UNKNOWN, // -- 148
SDL_SCANCODE_UNKNOWN, // -- 149
SDL_SCANCODE_UNKNOWN, // -- 150
SDL_SCANCODE_UNKNOWN, // -- 151
SDL_SCANCODE_UNKNOWN, // -- 152
SDL_SCANCODE_UNKNOWN, // -- 153
SDL_SCANCODE_UNKNOWN, // -- 154
SDL_SCANCODE_UNKNOWN, // -- 155
SDL_SCANCODE_UNKNOWN, // -- 156
SDL_SCANCODE_UNKNOWN, // -- 157
SDL_SCANCODE_UNKNOWN, // -- 158
SDL_SCANCODE_UNKNOWN, // -- 159
SDL_SCANCODE_LSHIFT, // VirtualKey.LeftShift -- 160
SDL_SCANCODE_RSHIFT, // VirtualKey.RightShift -- 161
SDL_SCANCODE_LCTRL, // VirtualKey.LeftControl -- 162
SDL_SCANCODE_RCTRL, // VirtualKey.RightControl -- 163
SDL_SCANCODE_MENU, // VirtualKey.LeftMenu -- 164
SDL_SCANCODE_MENU, // VirtualKey.RightMenu -- 165
};
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static std::unordered_map<int, SDL_Scancode> WinRT_Unofficial_Keycodes;
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static SDL_Scancode
TranslateKeycode(int keycode)
{
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if (WinRT_Unofficial_Keycodes.empty()) {
/* Set up a table of undocumented (by Microsoft), WinRT-specific,
key codes: */
// TODO, WinRT: move content declarations of WinRT_Unofficial_Keycodes into a C++11 initializer list, when possible
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WinRT_Unofficial_Keycodes[220] = SDL_SCANCODE_GRAVE;
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WinRT_Unofficial_Keycodes[222] = SDL_SCANCODE_BACKSLASH;
}
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/* Try to get a documented, WinRT, 'VirtualKey' first (as documented at
http://msdn.microsoft.com/en-us/library/windows/apps/windows.system.virtualkey.aspx ).
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If that fails, fall back to a Win32 virtual key.
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*/
// TODO, WinRT: try filling out the WinRT keycode table as much as possible, using the Win32 table for interpretation hints
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//SDL_Log("WinRT TranslateKeycode, keycode=%d\n", (int)keycode);
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SDL_Scancode scancode = SDL_SCANCODE_UNKNOWN;
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if (keycode < SDL_arraysize(WinRT_Official_Keycodes)) {
scancode = WinRT_Official_Keycodes[keycode];
}
if (scancode == SDL_SCANCODE_UNKNOWN) {
if (WinRT_Unofficial_Keycodes.find(keycode) != WinRT_Unofficial_Keycodes.end()) {
scancode = WinRT_Unofficial_Keycodes[keycode];
}
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}
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if (scancode == SDL_SCANCODE_UNKNOWN) {
if (keycode < SDL_arraysize(windows_scancode_table)) {
scancode = windows_scancode_table[keycode];
}
}
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if (scancode == SDL_SCANCODE_UNKNOWN) {
SDL_Log("WinRT TranslateKeycode, unknown keycode=%d\n", (int)keycode);
}
return scancode;
}
void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
{
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#if 0
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SDL_Log("key down, handled=%s, ext?=%s, released?=%s, menu key down?=%s, repeat count=%d, scan code=%d, was down?=%s, vkey=%d\n",
(args->Handled ? "1" : "0"),
(args->KeyStatus.IsExtendedKey ? "1" : "0"),
(args->KeyStatus.IsKeyReleased ? "1" : "0"),
(args->KeyStatus.IsMenuKeyDown ? "1" : "0"),
args->KeyStatus.RepeatCount,
args->KeyStatus.ScanCode,
(args->KeyStatus.WasKeyDown ? "1" : "0"),
args->VirtualKey);
//args->Handled = true;
//VirtualKey vkey = args->VirtualKey;
#endif
SDL_SendKeyboardKey(SDL_PRESSED, TranslateKeycode((int)args->VirtualKey));
}
void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
{
#if 0
SDL_Log("key up, handled=%s, ext?=%s, released?=%s, menu key down?=%s, repeat count=%d, scan code=%d, was down?=%s, vkey=%d\n",
(args->Handled ? "1" : "0"),
(args->KeyStatus.IsExtendedKey ? "1" : "0"),
(args->KeyStatus.IsKeyReleased ? "1" : "0"),
(args->KeyStatus.IsMenuKeyDown ? "1" : "0"),
args->KeyStatus.RepeatCount,
args->KeyStatus.ScanCode,
(args->KeyStatus.WasKeyDown ? "1" : "0"),
args->VirtualKey);
//args->Handled = true;
#endif
SDL_SendKeyboardKey(SDL_RELEASED, TranslateKeycode((int)args->VirtualKey));
}
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void SDL_WinRTApp::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
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CoreWindow::GetForCurrentThread()->Activate();
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}
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static int SDLCALL RemoveAppSuspendAndResumeEvents(void * userdata, SDL_Event * event)
{
if (event->type == SDL_WINDOWEVENT)
{
switch (event->window.event)
{
case SDL_WINDOWEVENT_MINIMIZED:
case SDL_WINDOWEVENT_RESTORED:
// Return 0 to indicate that the event should be removed from the
// event queue:
return 0;
default:
break;
}
}
// Return 1 to indicate that the event should stay in the event queue:
return 1;
}
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void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
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// 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]()
{
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// Send a window-minimized 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.
//
// In order to prevent app-suspend events from being received twice:
// first via a callback passed to SDL_AddEventWatch, and second via
// SDL's event queue, the event will be sent to SDL, then immediately
// removed from the queue.
if (m_sdlWindowData)
{
SDL_SendWindowEvent(m_sdlWindowData->sdlWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
}
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deferral->Complete();
});
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}
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void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
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// 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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if (m_sdlWindowData)
{
SDL_SendWindowEvent(m_sdlWindowData->sdlWindow, SDL_WINDOWEVENT_RESTORED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
// Remove the app-resume event from the queue, as is done with the
// app-suspend event.
//
// TODO, WinRT: consider posting this event to the queue even though
// its counterpart, the app-suspend event, effectively has to be
// processed immediately.
SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
}
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}
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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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const SDL_WindowData * SDL_WinRTApp::GetSDLWindowData() const
{
return m_sdlWindowData;
}
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bool SDL_WinRTApp::HasSDLWindowData() const
{
return (m_sdlWindowData != NULL);
}
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void SDL_WinRTApp::SetRelativeMouseMode(bool enable)
{
m_useRelativeMouseMode = enable;
}
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void SDL_WinRTApp::SetSDLWindowData(const SDL_WindowData * windowData)
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{
m_sdlWindowData = windowData;
}
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void SDL_WinRTApp::SetSDLVideoDevice(const SDL_VideoDevice * videoDevice)
{
m_sdlVideoDevice = videoDevice;
}