mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-04-07 23:41:48 +02:00
- moved SDL_WinRTApp.* from src/video/windowsrt/ to src/core/winrt/, and renamed them to SDL_winrtapp.* (to mimick case-sensitivity used elsewhere in SDL) - renamed all "windowsrt" directories (in src) to "winrt", as the shorthand name is used more often (and, IMO, "WinRT" != "Windows RT", not entirely at least)
263 lines
7.7 KiB
C++
263 lines
7.7 KiB
C++
/*
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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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#include "SDL_config.h"
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#if SDL_VIDEO_DRIVER_WINRT
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/* WinRT SDL video driver implementation
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Initial work on this was done by David Ludwig (dludwig@pobox.com), and
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was based off of SDL's "dummy" video driver.
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*/
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extern "C" {
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#include "SDL_video.h"
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#include "SDL_mouse.h"
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#include "../SDL_sysvideo.h"
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#include "../SDL_pixels_c.h"
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#include "../../events/SDL_events_c.h"
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#include "../../render/SDL_sysrender.h"
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#include "SDL_syswm.h"
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}
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#include "../../core/winrt/SDL_winrtapp.h"
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#include "SDL_winrtvideo.h"
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#include "SDL_winrtevents_c.h"
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#include "SDL_winrtmouse.h"
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using namespace Windows::UI::Core;
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/* On Windows, windows.h defines CreateWindow */
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#ifdef CreateWindow
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#undef CreateWindow
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#endif
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extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
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#define WINRTVID_DRIVER_NAME "winrt"
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/* Initialization/Query functions */
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static int WINRT_VideoInit(_THIS);
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static int WINRT_InitModes(_THIS);
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static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
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static void WINRT_VideoQuit(_THIS);
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/* Window functions */
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static int WINRT_CreateWindow(_THIS, SDL_Window * window);
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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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/* WinRT driver bootstrap functions */
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static int
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WINRT_Available(void)
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{
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return (1);
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}
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static void
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WINRT_DeleteDevice(SDL_VideoDevice * device)
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{
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SDL_WinRTGlobalApp->SetSDLVideoDevice(NULL);
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SDL_free(device);
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}
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static SDL_VideoDevice *
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WINRT_CreateDevice(int devindex)
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{
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SDL_VideoDevice *device;
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/* Initialize all variables that we clean on shutdown */
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device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
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if (!device) {
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SDL_OutOfMemory();
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if (device) {
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SDL_free(device);
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}
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return (0);
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}
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/* Set the function pointers */
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device->VideoInit = WINRT_VideoInit;
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device->VideoQuit = WINRT_VideoQuit;
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device->CreateWindow = WINRT_CreateWindow;
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device->DestroyWindow = WINRT_DestroyWindow;
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device->SetDisplayMode = WINRT_SetDisplayMode;
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device->PumpEvents = WINRT_PumpEvents;
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//device->CreateWindowFramebuffer = SDL_WINRT_CreateWindowFramebuffer;
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//device->UpdateWindowFramebuffer = SDL_WINRT_UpdateWindowFramebuffer;
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//device->DestroyWindowFramebuffer = SDL_WINRT_DestroyWindowFramebuffer;
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device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
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device->free = WINRT_DeleteDevice;
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SDL_WinRTGlobalApp->SetSDLVideoDevice(device);
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return device;
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}
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VideoBootStrap WINRT_bootstrap = {
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WINRTVID_DRIVER_NAME, "SDL Windows RT video driver",
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WINRT_Available, WINRT_CreateDevice
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};
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int
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WINRT_VideoInit(_THIS)
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{
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// TODO, WinRT: consider adding a hack to wait (here) for the app's orientation to finish getting set (before the initial display mode is set up)
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if (WINRT_InitModes(_this) < 0) {
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return -1;
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}
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WINRT_InitMouse(_this);
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return 0;
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}
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static int
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WINRT_InitModes(_THIS)
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{
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SDL_DisplayMode mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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if (SDL_AddBasicVideoDisplay(&mode) < 0) {
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return -1;
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}
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SDL_AddDisplayMode(&_this->displays[0], &mode);
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return 0;
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}
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static int
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WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
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{
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return 0;
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}
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void
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WINRT_VideoQuit(_THIS)
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{
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WINRT_QuitMouse(_this);
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}
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int
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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->HasSDLWindowData())
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{
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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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SDL_WindowData *data = new SDL_WindowData;
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if (!data) {
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SDL_OutOfMemory();
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return -1;
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}
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window->driverdata = data;
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data->sdlWindow = window;
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data->coreWindow = CoreWindow::GetForCurrentThread();
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/* Make sure the window is considered to be positioned at {0,0},
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and is considered fullscreen, shown, and the like.
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*/
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window->x = 0;
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window->y = 0;
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window->flags =
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SDL_WINDOW_FULLSCREEN |
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SDL_WINDOW_SHOWN |
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SDL_WINDOW_BORDERLESS |
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SDL_WINDOW_MAXIMIZED |
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SDL_WINDOW_INPUT_GRABBED;
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/* HACK from DLudwig: The following line of code prevents
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SDL_CreateWindow and SDL_UpdateFullscreenMode from trying to resize
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the window after the call to WINRT_CreateWindow returns.
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This hack should allow a window to be created in virtually any size,
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and more importantly, it allows a window's framebuffer, as created and
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retrieved via SDL_GetWindowSurface, to be in any size. This can be
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utilized by apps centered around software rendering, such as ports
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of older apps. The app can have SDL create a framebuffer in any size
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it chooses. SDL will scale the framebuffer to the native
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screen size on the GPU (via SDL_UpdateWindowSurface).
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*/
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_this->displays[0].fullscreen_window = window;
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/* Further prevent any display resizing, and make sure SDL_GetWindowDisplayMode
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can report the correct size of windows, by creating a new display
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mode in the requested size. To note, if the window is being created in
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the device's native screen size, SDL_AddDisplayMode will do nothing.
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*/
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window->fullscreen_mode = SDL_WinRTGlobalApp->GetMainDisplayMode();
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window->fullscreen_mode.w = window->w;
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window->fullscreen_mode.h = window->h;
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SDL_AddDisplayMode(&_this->displays[0], &window->fullscreen_mode);
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/* TODO: Consider removing custom display modes in WINRT_DestroyWindow. */
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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->SetSDLWindowData(data);
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/* All done! */
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return 0;
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}
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void
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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->HasSDLWindowData() &&
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SDL_WinRTGlobalApp->GetSDLWindowData()->sdlWindow == window)
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{
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SDL_WinRTGlobalApp->SetSDLWindowData(NULL);
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}
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if (data) {
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// Delete the internal window data:
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delete data;
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data = NULL;
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}
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}
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SDL_bool
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WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
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{
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SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
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if (info->version.major <= SDL_MAJOR_VERSION) {
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info->subsystem = SDL_SYSWM_WINDOWSRT;
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info->info.winrt.window = reinterpret_cast<IUnknown *>(data->coreWindow.Get());
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return SDL_TRUE;
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} else {
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SDL_SetError("Application not compiled with SDL %d.%d\n",
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SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
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return SDL_FALSE;
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}
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return SDL_FALSE;
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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/* vi: set ts=4 sw=4 expandtab: */
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