src/video/winrt/SDL_winrtmouse.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.
     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 /*
    26  * Windows includes:
    27  */
    28 #include <Windows.h>
    29 using namespace Windows::UI::Core;
    30 using Windows::UI::Core::CoreCursor;
    31 
    32 /*
    33  * SDL includes:
    34  */
    35 extern "C" {
    36 #include "SDL_assert.h"
    37 #include "../../events/SDL_mouse_c.h"
    38 #include "../../events/SDL_touch_c.h"
    39 #include "../SDL_sysvideo.h"
    40 #include "SDL_events.h"
    41 #include "SDL_log.h"
    42 }
    43 
    44 #include "../../core/winrt/SDL_winrtapp_direct3d.h"
    45 #include "SDL_winrtvideo_cpp.h"
    46 #include "SDL_winrtmouse_c.h"
    47 
    48 
    49 extern "C" SDL_bool WINRT_UsingRelativeMouseMode = SDL_FALSE;
    50 
    51 
    52 static SDL_Cursor *
    53 WINRT_CreateSystemCursor(SDL_SystemCursor id)
    54 {
    55     SDL_Cursor *cursor;
    56     CoreCursorType cursorType = CoreCursorType::Arrow;
    57 
    58     switch(id)
    59     {
    60     default:
    61         SDL_assert(0);
    62         return NULL;
    63     case SDL_SYSTEM_CURSOR_ARROW:     cursorType = CoreCursorType::Arrow; break;
    64     case SDL_SYSTEM_CURSOR_IBEAM:     cursorType = CoreCursorType::IBeam; break;
    65     case SDL_SYSTEM_CURSOR_WAIT:      cursorType = CoreCursorType::Wait; break;
    66     case SDL_SYSTEM_CURSOR_CROSSHAIR: cursorType = CoreCursorType::Cross; break;
    67     case SDL_SYSTEM_CURSOR_WAITARROW: cursorType = CoreCursorType::Wait; break;
    68     case SDL_SYSTEM_CURSOR_SIZENWSE:  cursorType = CoreCursorType::SizeNorthwestSoutheast; break;
    69     case SDL_SYSTEM_CURSOR_SIZENESW:  cursorType = CoreCursorType::SizeNortheastSouthwest; break;
    70     case SDL_SYSTEM_CURSOR_SIZEWE:    cursorType = CoreCursorType::SizeWestEast; break;
    71     case SDL_SYSTEM_CURSOR_SIZENS:    cursorType = CoreCursorType::SizeNorthSouth; break;
    72     case SDL_SYSTEM_CURSOR_SIZEALL:   cursorType = CoreCursorType::SizeAll; break;
    73     case SDL_SYSTEM_CURSOR_NO:        cursorType = CoreCursorType::UniversalNo; break;
    74     case SDL_SYSTEM_CURSOR_HAND:      cursorType = CoreCursorType::Hand; break;
    75     }
    76 
    77     cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor));
    78     if (cursor) {
    79         /* Create a pointer to a COM reference to a cursor.  The extra
    80            pointer is used (on top of the COM reference) to allow the cursor
    81            to be referenced by the SDL_cursor's driverdata field, which is
    82            a void pointer.
    83         */
    84         CoreCursor ^* theCursor = new CoreCursor^(nullptr);
    85         *theCursor = ref new CoreCursor(cursorType, 0);
    86         cursor->driverdata = (void *) theCursor;
    87     } else {
    88         SDL_OutOfMemory();
    89     }
    90 
    91     return cursor;
    92 }
    93 
    94 static SDL_Cursor *
    95 WINRT_CreateDefaultCursor()
    96 {
    97     return WINRT_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
    98 }
    99 
   100 static void
   101 WINRT_FreeCursor(SDL_Cursor * cursor)
   102 {
   103     if (cursor->driverdata) {
   104         CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
   105         *theCursor = nullptr;       // Release the COM reference to the CoreCursor
   106         delete theCursor;           // Delete the pointer to the COM reference
   107     }
   108     SDL_free(cursor);
   109 }
   110 
   111 static int
   112 WINRT_ShowCursor(SDL_Cursor * cursor)
   113 {
   114     // TODO, WinRT, XAML: make WINRT_ShowCursor work when XAML support is enabled.
   115     if ( ! CoreWindow::GetForCurrentThread()) {
   116         return 0;
   117     }
   118 
   119     if (cursor) {
   120         CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
   121         CoreWindow::GetForCurrentThread()->PointerCursor = *theCursor;
   122     } else {
   123         CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
   124     }
   125     return 0;
   126 }
   127 
   128 static int
   129 WINRT_SetRelativeMouseMode(SDL_bool enabled)
   130 {
   131     WINRT_UsingRelativeMouseMode = enabled;
   132     return 0;
   133 }
   134 
   135 void
   136 WINRT_InitMouse(_THIS)
   137 {
   138     SDL_Mouse *mouse = SDL_GetMouse();
   139 
   140     /* DLudwig, Dec 3, 2012: WinRT does not currently provide APIs for
   141        the following features, AFAIK:
   142         - custom cursors  (multiple system cursors are, however, available)
   143         - programmatically moveable cursors
   144     */
   145 
   146 #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
   147     //mouse->CreateCursor = WINRT_CreateCursor;
   148     mouse->CreateSystemCursor = WINRT_CreateSystemCursor;
   149     mouse->ShowCursor = WINRT_ShowCursor;
   150     mouse->FreeCursor = WINRT_FreeCursor;
   151     //mouse->WarpMouse = WINRT_WarpMouse;
   152     mouse->SetRelativeMouseMode = WINRT_SetRelativeMouseMode;
   153 
   154     SDL_SetDefaultCursor(WINRT_CreateDefaultCursor());
   155 #endif
   156 }
   157 
   158 void
   159 WINRT_QuitMouse(_THIS)
   160 {
   161 }
   162 
   163 #endif /* SDL_VIDEO_DRIVER_WINRT */
   164 
   165 /* vi: set ts=4 sw=4 expandtab: */