WinRT: corrected SDL_MOUSE* coordinates in non-Portrait modes

Thanks to Pierre-Yves Gueniffey for proper pointer geometry transform code!
This commit is contained in:
David Ludwig 2013-08-28 16:51:07 -04:00
parent 13c87e712b
commit 1d5082d815
7 changed files with 93 additions and 9 deletions

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@ -247,6 +247,7 @@
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" /> <ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" /> <ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" /> <ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c" /> <ClCompile Include="..\..\src\atomic\SDL_atomic.c" />

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@ -333,6 +333,9 @@
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h"> <ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c"> <ClCompile Include="..\..\src\atomic\SDL_atomic.c">

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@ -294,6 +294,7 @@
<ClInclude Include="..\..\src\video\SDL_sysvideo.h" /> <ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" /> <ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" /> <ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" />
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl"> <FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">

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@ -599,6 +599,9 @@
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h"> <ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Filter Include="Header Files"> <Filter Include="Header Files">

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@ -42,6 +42,7 @@ extern "C" {
} }
#include "../../core/winrt/SDL_winrtapp.h" #include "../../core/winrt/SDL_winrtapp.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_winrtmouse.h" #include "SDL_winrtmouse.h"
@ -163,13 +164,54 @@ WINRT_QuitMouse(_THIS)
Windows::Foundation::Point Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition) WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
{ {
using namespace Windows::Graphics::Display;
if (!window) { if (!window) {
return rawPosition; return rawPosition;
} }
CoreWindow ^ nativeWindow = CoreWindow::GetForCurrentThread();
SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
if (windowData->coreWindow == nullptr) {
// For some reason, the window isn't associated with a CoreWindow.
// This might end up being the case as XAML support is extended.
// For now, if there's no CoreWindow attached to the SDL_Window,
// don't do any transforms.
return rawPosition;
}
// The CoreWindow can only be accessed on certain thread(s).
SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
Windows::Foundation::Point outputPosition; Windows::Foundation::Point outputPosition;
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width); outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height); outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
#else
switch (DisplayProperties::CurrentOrientation)
{
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
break;
case DisplayOrientations::PortraitFlipped:
outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
break;
case DisplayOrientations::Landscape:
outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
break;
case DisplayOrientations::LandscapeFlipped:
outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
break;
default:
break;
}
#endif
return outputPosition; return outputPosition;
} }

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@ -45,6 +45,7 @@ extern "C" {
} }
#include "../../core/winrt/SDL_winrtapp.h" #include "../../core/winrt/SDL_winrtapp.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_winrtevents_c.h" #include "SDL_winrtevents_c.h"
#include "SDL_winrtmouse.h" #include "SDL_winrtmouse.h"
#include "SDL_main.h" #include "SDL_main.h"
@ -67,14 +68,6 @@ static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info); static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
/* Internal window data */
struct SDL_WindowData
{
SDL_Window *sdlWindow;
Platform::Agile<Windows::UI::Core::CoreWindow> coreWindow;
};
/* The global, WinRT, SDL Window. /* The global, WinRT, SDL Window.
For now, SDL/WinRT only supports one window (due to platform limitations of For now, SDL/WinRT only supports one window (due to platform limitations of
WinRT. WinRT.

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@ -0,0 +1,41 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* Windows includes: */
#include <windows.h>
#ifdef __cplusplus_winrt
#include <agile.h>
#endif
/* SDL includes: */
#include "SDL_events.h"
#ifdef __cplusplus_winrt
/* Internal window data */
struct SDL_WindowData
{
SDL_Window *sdlWindow;
Platform::Agile<Windows::UI::Core::CoreWindow> coreWindow;
};
#endif // ifdef __cplusplus_winrt