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.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 #include "../../SDL_internal.h"
    22 
    23 #if SDL_VIDEO_DRIVER_WINRT
    24 
    25 extern "C" {
    26 #include "SDL_messagebox.h"
    27 #include "../../core/windows/SDL_windows.h"
    28 }
    29 
    30 #include "SDL_winrtevents_c.h"
    31 
    32 #include <windows.ui.popups.h>
    33 using namespace Platform;
    34 using namespace Windows::Foundation;
    35 using namespace Windows::UI::Popups;
    36 
    37 static String ^
    38 WINRT_UTF8ToPlatformString(const char * str)
    39 {
    40     wchar_t * wstr = WIN_UTF8ToString(str);
    41     String ^ rtstr = ref new String(wstr);
    42     SDL_free(wstr);
    43     return rtstr;
    44 }
    45 
    46 extern "C" int
    47 WINRT_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid)
    48 {
    49 #if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
    50     /* Sadly, Windows Phone 8 doesn't include the MessageDialog class that
    51      * Windows 8.x/RT does, even though MSDN's reference documentation for
    52      * Windows Phone 8 mentions it.
    53      * 
    54      * The .NET runtime on Windows Phone 8 does, however, include a
    55      * MessageBox class.  Perhaps this could be called, somehow?
    56      */
    57     return SDL_SetError("SDL_messagebox support is not available for Windows Phone 8.0");
    58 #else
    59     SDL_VideoDevice *_this = SDL_GetVideoDevice();
    60 
    61 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
    62     const int maxbuttons = 2;
    63     const char * platform = "Windows Phone 8.1+";
    64 #else
    65     const int maxbuttons = 3;
    66     const char * platform = "Windows 8.x";
    67 #endif
    68 
    69     if (messageboxdata->numbuttons > maxbuttons) {
    70         return SDL_SetError("WinRT's MessageDialog only supports %d buttons, at most, on %s. %d were requested.",
    71             maxbuttons, platform, messageboxdata->numbuttons);
    72     }
    73 
    74     /* Build a MessageDialog object and its buttons */
    75     MessageDialog ^ dialog = ref new MessageDialog(WINRT_UTF8ToPlatformString(messageboxdata->message));
    76     dialog->Title = WINRT_UTF8ToPlatformString(messageboxdata->title);
    77     for (int i = 0; i < messageboxdata->numbuttons; ++i) {
    78         UICommand ^ button = ref new UICommand(WINRT_UTF8ToPlatformString(messageboxdata->buttons[i].text));
    79         button->Id = safe_cast<IntPtr>(i);
    80         dialog->Commands->Append(button);
    81         if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT) {
    82             dialog->CancelCommandIndex = i;
    83         }
    84         if (messageboxdata->buttons[i].flags & SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT) {
    85             dialog->DefaultCommandIndex = i;
    86         }
    87     }
    88 
    89     /* Display the MessageDialog, then wait for it to be closed */
    90     /* TODO, WinRT: Find a way to redraw MessageDialog instances if a GPU device-reset occurs during the following event-loop */
    91     auto operation = dialog->ShowAsync();
    92     while (operation->Status == Windows::Foundation::AsyncStatus::Started) {
    93         WINRT_PumpEvents(_this);
    94     }
    95 
    96     /* Retrieve results from the MessageDialog and process them accordingly */
    97     if (operation->Status != Windows::Foundation::AsyncStatus::Completed) {
    98         return SDL_SetError("An unknown error occurred in displaying the WinRT MessageDialog");
    99     }
   100     if (buttonid) {
   101         IntPtr results = safe_cast<IntPtr>(operation->GetResults()->Id);
   102         int clicked_index = results.ToInt32();
   103         *buttonid = messageboxdata->buttons[clicked_index].buttonid;
   104     }
   105     return 0;
   106 #endif /* if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else */
   107 }
   108 
   109 #endif /* SDL_VIDEO_DRIVER_WINRT */
   110 
   111 /* vi: set ts=4 sw=4 expandtab: */
   112