mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-01-17 14:47:19 +01:00
WinRT: moved the pointer to the global SDL_Window to a separate variable
This is a cleanup that is being done to help with WIP XAML support. It may be reverted in the future.
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7be2ad71c9
commit
253b9aae89
@ -39,6 +39,8 @@ extern "C" {
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#include "../../video/winrt/SDL_winrtevents_c.h"
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#include "SDL_winrtapp.h"
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extern SDL_Window * WINRT_GlobalSDLWindow;
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// Compile-time debugging options:
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// To enable, uncomment; to disable, comment them out.
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@ -144,7 +146,6 @@ static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *n
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SDL_WinRTApp::SDL_WinRTApp() :
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m_windowClosed(false),
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m_windowVisible(true),
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m_sdlWindow(NULL),
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m_sdlVideoDevice(NULL)
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{
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}
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@ -283,16 +284,16 @@ void SDL_WinRTApp::Uninitialize()
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void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, m_sdlWindow?=%s\n",
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SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
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__FUNCTION__,
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args->Size.Width, args->Size.Height,
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(int)DisplayProperties::CurrentOrientation,
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(int)DisplayProperties::NativeOrientation,
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(int)DisplayProperties::AutoRotationPreferences,
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(m_sdlWindow ? "yes" : "no"));
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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if (m_sdlWindow) {
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if (WINRT_GlobalSDLWindow) {
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// Make the new window size be the one true fullscreen mode.
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// This change was initially done, in part, to allow the Direct3D 11.1
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// renderer to receive window-resize events as a device rotates.
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@ -313,7 +314,7 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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const int windowWidth = (int) ceil(args->Size.Width);
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const int windowHeight = (int) ceil(args->Size.Height);
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SDL_SendWindowEvent(
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m_sdlWindow,
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_RESIZED,
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windowWidth,
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windowHeight);
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@ -323,20 +324,20 @@ void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEven
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void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, visible?=%s, m_sdlWindow?=%s\n",
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SDL_Log("%s, visible?=%s, WINRT_GlobalSDLWindow?=%s\n",
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__FUNCTION__,
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(args->Visible ? "yes" : "no"),
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(m_sdlWindow ? "yes" : "no"));
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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m_windowVisible = args->Visible;
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if (m_sdlWindow) {
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SDL_bool wasSDLWindowSurfaceValid = m_sdlWindow->surface_valid;
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if (WINRT_GlobalSDLWindow) {
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SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
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if (args->Visible) {
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SDL_SendWindowEvent(m_sdlWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
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} else {
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SDL_SendWindowEvent(m_sdlWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
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}
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// HACK: Prevent SDL's window-hide handling code, which currently
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@ -345,7 +346,7 @@ void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEven
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//
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// A better solution to this probably involves figuring out if the
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// fake window resize can be prevented.
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m_sdlWindow->surface_valid = wasSDLWindowSurfaceValid;
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WINRT_GlobalSDLWindow->surface_valid = wasSDLWindowSurfaceValid;
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}
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}
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@ -359,27 +360,27 @@ void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerPressedEvent(m_sdlWindow, args);
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WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args);
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}
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void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerReleasedEvent(m_sdlWindow, args);
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WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args);
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}
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void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerWheelChangedEvent(m_sdlWindow, args);
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WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args);
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}
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void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
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{
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WINRT_ProcessMouseMovedEvent(m_sdlWindow, args);
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WINRT_ProcessMouseMovedEvent(WINRT_GlobalSDLWindow, args);
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}
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void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
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{
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WINRT_ProcessPointerMovedEvent(m_sdlWindow, args);
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WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args);
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}
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void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
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@ -438,9 +439,9 @@ void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ a
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// first via a callback passed to SDL_AddEventWatch, and second via
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// SDL's event queue, the event will be sent to SDL, then immediately
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// removed from the queue.
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if (m_sdlWindow)
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if (WINRT_GlobalSDLWindow)
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{
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SDL_SendWindowEvent(m_sdlWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
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SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
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}
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deferral->Complete();
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@ -452,9 +453,9 @@ 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
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// and state are persisted when resuming from suspend. Note that this event
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// does not occur if the app was previously terminated.
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if (m_sdlWindow)
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if (WINRT_GlobalSDLWindow)
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{
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SDL_SendWindowEvent(m_sdlWindow, SDL_WINDOWEVENT_RESTORED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
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// Remove the app-resume event from the queue, as is done with the
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// app-suspend event.
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@ -487,16 +488,6 @@ SDL_DisplayMode SDL_WinRTApp::CalcCurrentDisplayMode()
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return mode;
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}
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SDL_Window * SDL_WinRTApp::GetSDLWindow()
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{
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return m_sdlWindow;
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}
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void SDL_WinRTApp::SetSDLWindow(SDL_Window * window)
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{
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m_sdlWindow = window;
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}
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void SDL_WinRTApp::SetSDLVideoDevice(const SDL_VideoDevice * videoDevice)
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{
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m_sdlVideoDevice = videoDevice;
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@ -16,8 +16,6 @@ internal:
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// SDL-specific methods
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SDL_DisplayMode CalcCurrentDisplayMode();
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void PumpEvents();
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SDL_Window * GetSDLWindow();
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void SetSDLWindow(SDL_Window * window);
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void SetSDLVideoDevice(const SDL_VideoDevice * videoDevice);
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Windows::Foundation::Point TransformCursor(Windows::Foundation::Point rawPosition);
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@ -42,6 +40,5 @@ protected:
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private:
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bool m_windowClosed;
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bool m_windowVisible;
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SDL_Window* m_sdlWindow;
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const SDL_VideoDevice* m_sdlVideoDevice;
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};
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@ -72,6 +72,13 @@ struct SDL_WindowData
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};
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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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WinRT.
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*/
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SDL_Window * WINRT_GlobalSDLWindow = NULL;
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/* WinRT driver bootstrap functions */
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static int
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@ -164,7 +171,7 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
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{
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// Make sure that only one window gets created, at least until multimonitor
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// support is added.
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if (SDL_WinRTGlobalApp->GetSDLWindow() != NULL) {
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if (WINRT_GlobalSDLWindow != NULL) {
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SDL_SetError("WinRT only supports one window");
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return -1;
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}
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@ -202,7 +209,7 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
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/* Make sure the WinRT app's IFramworkView can post events on
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behalf of SDL:
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*/
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SDL_WinRTGlobalApp->SetSDLWindow(window);
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WINRT_GlobalSDLWindow = window;
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/* All done! */
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return 0;
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@ -213,8 +220,8 @@ WINRT_DestroyWindow(_THIS, SDL_Window * window)
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{
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SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
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if (SDL_WinRTGlobalApp->GetSDLWindow() == window) {
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SDL_WinRTGlobalApp->SetSDLWindow(NULL);
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if (WINRT_GlobalSDLWindow == window) {
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WINRT_GlobalSDLWindow = NULL;
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}
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if (data) {
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