mirror of
https://github.com/Relintai/sdl2_frt.git
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623898f70b
This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
76 lines
2.9 KiB
C
76 lines
2.9 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 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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extern "C" {
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#include "../SDL_sysvideo.h"
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}
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/*
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* Internal-use, C-style functions:
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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extern void WINRT_InitTouch(_THIS);
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extern void WINRT_PumpEvents(_THIS);
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#ifdef __cplusplus
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}
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#endif
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/*
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* Internal-use, C++/CX functions:
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*/
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#ifdef __cplusplus_winrt
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/* Pointers (Mice, Touch, etc.) */
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typedef enum {
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NormalizeZeroToOne,
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TransformToSDLWindowSize
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} WINRT_CursorNormalizationType;
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extern Windows::Foundation::Point WINRT_TransformCursorPosition(SDL_Window * window,
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Windows::Foundation::Point rawPosition,
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WINRT_CursorNormalizationType normalization);
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extern Uint8 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt);
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extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
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extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args);
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/* Keyboard */
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extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
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extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
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extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args);
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/* XAML Thread Management */
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extern void WINRT_CycleXAMLThread();
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#endif // ifdef __cplusplus_winrt
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/* vi: set ts=4 sw=4 expandtab: */
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