mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
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:
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13c87e712b
commit
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@ -247,6 +247,7 @@
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
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<ClCompile Include="..\..\src\atomic\SDL_atomic.c" />
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@ -333,6 +333,9 @@
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h">
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
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<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
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@ -294,6 +294,7 @@
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
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<ClInclude Include="..\..\src\video\SDL_sysvideo.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse.h" />
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">
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@ -599,6 +599,9 @@
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h">
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<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
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<Filter>Source Files</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<Filter Include="Header Files">
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<Filter Include="Header Files">
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@ -42,6 +42,7 @@ extern "C" {
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}
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}
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#include "../../core/winrt/SDL_winrtapp.h"
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#include "../../core/winrt/SDL_winrtapp.h"
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#include "SDL_winrtvideo_cpp.h"
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#include "SDL_winrtmouse.h"
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#include "SDL_winrtmouse.h"
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@ -163,13 +164,54 @@ WINRT_QuitMouse(_THIS)
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Windows::Foundation::Point
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Windows::Foundation::Point
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WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
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WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
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{
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{
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using namespace Windows::Graphics::Display;
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if (!window) {
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if (!window) {
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return rawPosition;
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return rawPosition;
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}
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}
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CoreWindow ^ nativeWindow = CoreWindow::GetForCurrentThread();
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SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
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if (windowData->coreWindow == nullptr) {
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// For some reason, the window isn't associated with a CoreWindow.
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// This might end up being the case as XAML support is extended.
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// For now, if there's no CoreWindow attached to the SDL_Window,
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// don't do any transforms.
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return rawPosition;
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}
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// The CoreWindow can only be accessed on certain thread(s).
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SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
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CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
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Windows::Foundation::Point outputPosition;
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Windows::Foundation::Point outputPosition;
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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#else
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switch (DisplayProperties::CurrentOrientation)
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{
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case DisplayOrientations::Portrait:
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outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
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outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
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outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
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break;
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default:
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break;
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}
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#endif
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return outputPosition;
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return outputPosition;
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}
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}
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@ -45,6 +45,7 @@ extern "C" {
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}
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}
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#include "../../core/winrt/SDL_winrtapp.h"
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#include "../../core/winrt/SDL_winrtapp.h"
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#include "SDL_winrtvideo_cpp.h"
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#include "SDL_winrtevents_c.h"
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#include "SDL_winrtevents_c.h"
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#include "SDL_winrtmouse.h"
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#include "SDL_winrtmouse.h"
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#include "SDL_main.h"
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#include "SDL_main.h"
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@ -67,14 +68,6 @@ static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
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static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
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static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
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/* Internal window data */
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struct SDL_WindowData
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{
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SDL_Window *sdlWindow;
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Platform::Agile<Windows::UI::Core::CoreWindow> coreWindow;
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};
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/* The global, WinRT, SDL Window.
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/* The global, WinRT, SDL Window.
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For now, SDL/WinRT only supports one window (due to platform limitations of
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For now, SDL/WinRT only supports one window (due to platform limitations of
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WinRT.
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WinRT.
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41
src/video/winrt/SDL_winrtvideo_cpp.h
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41
src/video/winrt/SDL_winrtvideo_cpp.h
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@ -0,0 +1,41 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2012 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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/* Windows includes: */
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#include <windows.h>
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#ifdef __cplusplus_winrt
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#include <agile.h>
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#endif
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/* SDL includes: */
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#include "SDL_events.h"
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#ifdef __cplusplus_winrt
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/* Internal window data */
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struct SDL_WindowData
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{
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SDL_Window *sdlWindow;
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Platform::Agile<Windows::UI::Core::CoreWindow> coreWindow;
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};
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#endif // ifdef __cplusplus_winrt
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