WinRT: experimental and preliminary support for XAML-based overlays on Windows 8/RT The XAML support here is still rudimentary. Bugs do exist. You've been warned. XAML support in Windows Phone 8 is not yet available (in SDL/WinRT).
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diff --git a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
index 6a3c609..d662e69 100644
--- a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
+++ b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj
@@ -70,6 +70,14 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
+ <ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
+ <CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
+ <CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
+ <CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
+ <CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
+ <CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
+ <CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
+ </ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
diff --git a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
index 5889533..4d4fee5 100644
--- a/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
+++ b/VisualC-WinRT/SDL/SDL_VS2012-WinRT.vcxproj.filters
@@ -270,6 +270,9 @@
<ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c">
<Filter>Source Files</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
diff --git a/include/SDL_system.h b/include/SDL_system.h
index 0610dd2..447d5f7 100644
--- a/include/SDL_system.h
+++ b/include/SDL_system.h
@@ -155,6 +155,20 @@ extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path
*/
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
+#ifdef __cplusplus_winrt
+/**
+ * \brief Initializes a WinRT and XAML based application.
+ *
+ * \param backgroundPanel The XAML background panel to draw onto and receive
+ * events from.
+ * \param mainFunction The SDL app's C-style main().
+ * \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
+ * information on the failure.
+ */
+/* TODO, WinRT: consider making SDL_WinRTInitXAMLApp accept a void pointer to IUnknown, rather than a C++/CX reference */
+extern DECLSPEC int SDLCALL SDL_WinRTInitXAMLApp(Platform::Object^ backgroundPanel, int (*mainFunction)(int, char **));
+
+#endif // ifdef __cplusplus_winrt
#endif /* __WINRT__ */
diff --git a/src/core/winrt/SDL_winrtapp.cpp b/src/core/winrt/SDL_winrtapp.cpp
index ef800f6..1674892 100644
--- a/src/core/winrt/SDL_winrtapp.cpp
+++ b/src/core/winrt/SDL_winrtapp.cpp
@@ -361,17 +361,17 @@ void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
- WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args);
+ WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
}
void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
{
- WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args);
+ WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
}
void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
{
- WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args);
+ WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
}
void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
@@ -381,7 +381,7 @@ void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
{
- WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args);
+ WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
}
void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
diff --git a/src/core/winrt/SDL_winrtxaml.cpp b/src/core/winrt/SDL_winrtxaml.cpp
new file mode 100644
index 0000000..811f332
--- /dev/null
+++ b/src/core/winrt/SDL_winrtxaml.cpp
@@ -0,0 +1,162 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2013 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 <agile.h>
+#include <Windows.h>
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+#include <windows.ui.xaml.media.dxinterop.h>
+#endif
+
+
+/* SDL includes */
+#include "SDL.h"
+//#include "SDL_error.h"
+//#include "SDL_log.h"
+//#include "SDL_main.h"
+//#include "SDL_system.h"
+#include "../../video/winrt/SDL_winrtevents_c.h"
+
+
+/* External globals: */
+extern SDL_Window * WINRT_GlobalSDLWindow;
+
+
+/* Internal globals: */
+SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
+int (*WINRT_XAMLAppMainFunction)(int, char **) = NULL;
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
+static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
+#endif
+
+
+/*
+ * Input event handlers (XAML)
+ */
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+
+static void
+WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
+{
+ WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
+}
+
+static void
+WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
+{
+ WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
+}
+
+static void
+WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
+{
+ WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
+}
+
+static void
+WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
+{
+ WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
+}
+
+#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
+
+
+/*
+ * XAML-to-SDL Rendering Callback
+ */
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+
+static void
+WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args)
+{
+ WINRT_CycleXAMLThread();
+}
+
+#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
+
+
+/*
+ * SDL + XAML Initialization
+ */
+
+extern "C" int
+SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int, char **))
+{
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+ return SDL_SetError("XAML support is not yet available in Windows Phone.");
+#else
+ // Declare C++/CX namespaces:
+ using namespace Platform;
+ using namespace Windows::Foundation;
+ using namespace Windows::UI::Core;
+ using namespace Windows::UI::Xaml;
+ using namespace Windows::UI::Xaml::Controls;
+ using namespace Windows::UI::Xaml::Input;
+ using namespace Windows::UI::Xaml::Media;
+
+ // Make sure we have a valid XAML element (to draw onto):
+ if ( ! backgroundPanel) {
+ return SDL_SetError("'backgroundPanel' can't be NULL");
+ }
+
+ SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
+ if ( ! swapChainBackgroundPanel) {
+ return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
+ }
+
+ // Setup event handlers:
+ swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML);
+ swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML);
+ swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML);
+ swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
+
+ // Setup for rendering:
+ IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
+ panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
+
+ WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
+
+ // Make sure the app is ready to call the SDL-centric main() function:
+ WINRT_XAMLAppMainFunction = mainFunction;
+ SDL_SetMainReady();
+
+ // Make sure video-init knows that we're initializing XAML:
+ SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled;
+ WINRT_XAMLWasEnabled = SDL_TRUE;
+
+ // Make sure video modes are detected now, while we still have access to the WinRT
+ // CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the
+ // SDL/WinRT thread.
+ if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
+ // SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to
+ // the caller to here:
+ WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue;
+ return -1;
+ }
+
+ // All done, for now.
+ return 0;
+#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else
+}
diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp
index c7d6334..cee1edb 100644
--- a/src/render/direct3d11/SDL_render_d3d11.cpp
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp
@@ -26,6 +26,11 @@
#ifdef __WINRT__
#include <windows.ui.core.h>
#include <windows.foundation.h>
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+#include <windows.ui.xaml.media.dxinterop.h>
+#endif
+
#endif
extern "C" {
@@ -608,6 +613,13 @@ D3D11_ConvertDipsToPixels(float dips)
}
#endif
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+// TODO, WinRT, XAML: get the ISwapChainBackgroundPanelNative from something other than a global var
+extern ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative;
+#endif
+
+
// Initialize all resources that change when the window's size changes.
// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
HRESULT
@@ -619,15 +631,28 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
- ABI::Windows::Foundation::Rect coreWindowBounds;
- result = coreWindow->get_Bounds(&coreWindowBounds);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(__FUNCTION__", Get Window Bounds", result);
- return result;
+ ABI::Windows::Foundation::Rect nativeWindowBounds;
+ if (coreWindow) {
+ result = coreWindow->get_Bounds(&nativeWindowBounds);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(__FUNCTION__", Get Window Bounds", result);
+ return result;
+ }
+ } else {
+ // TODO, WinRT, XAML: clean up window-bounds code in D3D11_CreateWindowSizeDependentResources
+ SDL_DisplayMode displayMode;
+ if (SDL_GetDesktopDisplayMode(0, &displayMode) < 0) {
+ SDL_SetError(__FUNCTION__", Get Window Bounds (XAML): Unable to retrieve the native window's size");
+ return E_FAIL;
+ }
+
+ nativeWindowBounds.Width = (FLOAT) displayMode.w;
+ nativeWindowBounds.Height = (FLOAT) displayMode.h;
}
- data->windowSizeInDIPs.x = coreWindowBounds.Width;
- data->windowSizeInDIPs.y = coreWindowBounds.Height;
+ // TODO, WinRT, XAML: see if window/control sizes are in DIPs, or something else. If something else, then adjust renderer size tracking accordingly.
+ data->windowSizeInDIPs.x = nativeWindowBounds.Width;
+ data->windowSizeInDIPs.y = nativeWindowBounds.Height;
// Calculate the necessary swap chain and render target size in pixels.
float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
@@ -660,6 +685,8 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
}
else
{
+ const bool usingXAML = (coreWindow == nullptr);
+
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
@@ -674,7 +701,11 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
#else
- swapChainDesc.Scaling = DXGI_SCALING_NONE;
+ if (usingXAML) {
+ swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
+ } else {
+ swapChainDesc.Scaling = DXGI_SCALING_NONE;
+ }
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
#endif
swapChainDesc.Flags = 0;
@@ -703,25 +734,48 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
return result;
}
- IUnknown * coreWindowAsIUnknown = nullptr;
- result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", CoreWindow to IUnknown", result);
- return result;
- }
+ if (usingXAML) {
+ result = dxgiFactory->CreateSwapChainForComposition(
+ data->d3dDevice.Get(),
+ &swapChainDesc,
+ nullptr,
+ &data->swapChain);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateSwapChainForComposition", result);
+ return result;
+ }
- result = dxgiFactory->CreateSwapChainForCoreWindow(
- data->d3dDevice.Get(),
- coreWindowAsIUnknown,
- &swapChainDesc,
- nullptr, // Allow on all displays.
- &data->swapChain
- );
- if (FAILED(result)) {
- WIN_SetErrorFromHRESULT(__FUNCTION__, result);
- return result;
+#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+ result = WINRT_GlobalSwapChainBackgroundPanelNative->SetSwapChain(data->swapChain.Get());
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", ISwapChainBackgroundPanelNative::SetSwapChain", result);
+ return result;
+ }
+#else
+ SDL_SetError(__FUNCTION__ ", XAML support is not yet available for Windows Phone");
+ return E_FAIL;
+#endif
+ } else {
+ IUnknown * coreWindowAsIUnknown = nullptr;
+ result = coreWindow->QueryInterface(&coreWindowAsIUnknown);
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(__FUNCTION__ ", CoreWindow to IUnknown", result);
+ return result;
+ }
+
+ result = dxgiFactory->CreateSwapChainForCoreWindow(
+ data->d3dDevice.Get(),
+ coreWindowAsIUnknown,
+ &swapChainDesc,
+ nullptr, // Allow on all displays.
+ &data->swapChain
+ );
+ if (FAILED(result)) {
+ WIN_SetErrorFromHRESULT(__FUNCTION__, result);
+ return result;
+ }
}
-
+
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
result = dxgiDevice->SetMaximumFrameLatency(1);
diff --git a/src/video/winrt/SDL_winrtevents.cpp b/src/video/winrt/SDL_winrtevents.cpp
index ef1cb69..10f4137 100644
--- a/src/video/winrt/SDL_winrtevents.cpp
+++ b/src/video/winrt/SDL_winrtevents.cpp
@@ -25,23 +25,117 @@
/* SDL includes */
#include "SDL_winrtevents_c.h"
#include "../../core/winrt/SDL_winrtapp.h"
+#include "SDL_assert.h"
+#include "SDL_system.h"
extern "C" {
#include "../SDL_sysvideo.h"
#include "../../events/SDL_events_c.h"
}
+
+/* Forward declarations and globals */
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
+extern int (*WINRT_XAMLAppMainFunction)(int, char **);
+extern void WINRT_YieldXAMLThread();
-/* General event-management function(s) */
+/* Global event management */
void
WINRT_PumpEvents(_THIS)
{
- SDL_WinRTGlobalApp->PumpEvents();
+ if (SDL_WinRTGlobalApp) {
+ SDL_WinRTGlobalApp->PumpEvents();
+ } else if (WINRT_XAMLAppMainFunction) {
+ WINRT_YieldXAMLThread();
+ }
+}
+
+
+/* XAML Thread management */
+
+enum SDL_XAMLAppThreadState
+{
+ ThreadState_NotLaunched = 0,
+ ThreadState_Running,
+ ThreadState_Yielding
+};
+
+static SDL_XAMLAppThreadState _threadState = ThreadState_NotLaunched;
+static SDL_Thread * _XAMLThread = nullptr;
+static SDL_mutex * _mutex = nullptr;
+static SDL_cond * _cond = nullptr;
+
+static void
+WINRT_YieldXAMLThread()
+{
+ SDL_LockMutex(_mutex);
+ SDL_assert(_threadState == ThreadState_Running);
+ _threadState = ThreadState_Yielding;
+ SDL_UnlockMutex(_mutex);
+
+ SDL_CondSignal(_cond);
+
+ SDL_LockMutex(_mutex);
+ while (_threadState != ThreadState_Running) {
+ SDL_CondWait(_cond, _mutex);
+ }
+ SDL_UnlockMutex(_mutex);
+}
+
+static int
+WINRT_XAMLThreadMain(void * userdata)
+{
+ return WINRT_XAMLAppMainFunction(0, NULL);
+}
+
+void
+WINRT_CycleXAMLThread()
+{
+ switch (_threadState) {
+ case ThreadState_NotLaunched:
+ {
+ _cond = SDL_CreateCond();
+
+ _mutex = SDL_CreateMutex();
+ _threadState = ThreadState_Running;
+ _XAMLThread = SDL_CreateThread(WINRT_XAMLThreadMain, "SDL/XAML App Thread", nullptr);
+
+ SDL_LockMutex(_mutex);
+ while (_threadState != ThreadState_Yielding) {
+ SDL_CondWait(_cond, _mutex);
+ }
+ SDL_UnlockMutex(_mutex);
+
+ break;
+ }
+
+ case ThreadState_Running:
+ {
+ SDL_assert(false);
+ break;
+ }
+
+ case ThreadState_Yielding:
+ {
+ SDL_LockMutex(_mutex);
+ SDL_assert(_threadState == ThreadState_Yielding);
+ _threadState = ThreadState_Running;
+ SDL_UnlockMutex(_mutex);
+
+ SDL_CondSignal(_cond);
+
+ SDL_LockMutex(_mutex);
+ while (_threadState != ThreadState_Yielding) {
+ SDL_CondWait(_cond, _mutex);
+ }
+ SDL_UnlockMutex(_mutex);
+ }
+ }
}
+
#endif /* SDL_VIDEO_DRIVER_WINRT */
/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/video/winrt/SDL_winrtevents_c.h b/src/video/winrt/SDL_winrtevents_c.h
index 68e746a..6038a7c 100644
--- a/src/video/winrt/SDL_winrtevents_c.h
+++ b/src/video/winrt/SDL_winrtevents_c.h
@@ -50,10 +50,13 @@ extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
/* Pointers (Mice, Touch, etc.) */
extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args);
-extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
-extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
-extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
-extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args);
+extern void WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
+extern void WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
+extern void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
+extern void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint);
+
+/* XAML Thread Management */
+extern void WINRT_CycleXAMLThread();
#endif
diff --git a/src/video/winrt/SDL_winrtmouse.cpp b/src/video/winrt/SDL_winrtmouse.cpp
index 1cbb4af..841a28c 100644
--- a/src/video/winrt/SDL_winrtmouse.cpp
+++ b/src/video/winrt/SDL_winrtmouse.cpp
@@ -110,6 +110,11 @@ WINRT_FreeCursor(SDL_Cursor * cursor)
static int
WINRT_ShowCursor(SDL_Cursor * cursor)
{
+ // TODO, WinRT, XAML: make WINRT_ShowCursor work when XAML support is enabled.
+ if ( ! CoreWindow::GetForCurrentThread()) {
+ return 0;
+ }
+
if (cursor) {
CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
CoreWindow::GetForCurrentThread()->PointerCursor = *theCursor;
@@ -334,25 +339,25 @@ WINRT_LogPointerEvent(const char * header, PointerEventArgs ^ args, Windows::Fou
}
void
-WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
+WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
#if LOG_POINTER_EVENTS
- WINRT_LogPointerEvent("pointer moved", args, TransformCursor(args->CurrentPoint->Position));
+ WINRT_LogPointerEvent("pointer moved", args, TransformCursor(pointerPoint->Position));
#endif
if (!window || WINRT_UseRelativeMouseMode) {
return;
}
- Windows::Foundation::Point transformedPoint = TransformCursor(window, args->CurrentPoint->Position);
+ Windows::Foundation::Point transformedPoint = TransformCursor(window, pointerPoint->Position);
SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
}
void
-WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
+WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
#if LOG_POINTER_EVENTS
- WINRT_LogPointerEvent("wheel changed", args, TransformCursor(args->CurrentPoint->Position));
+ WINRT_LogPointerEvent("wheel changed", args, TransformCursor(pointerPoint->Position));
#endif
if (!window) {
@@ -360,11 +365,11 @@ WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Core::Poi
}
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
- short motion = args->CurrentPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
+ short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
SDL_SendMouseWheel(window, 0, 0, motion);
}
-void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
+void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
#if LOG_POINTER_EVENTS
WINRT_LogPointerEvent("mouse up", args, TransformCursor(args->CurrentPoint->Position));
@@ -374,13 +379,13 @@ void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Core::Po
return;
}
- Uint8 button = WINRT_GetSDLButtonForPointerPoint(args->CurrentPoint);
+ Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (button) {
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
}
}
-void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Core::PointerEventArgs ^args)
+void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
#if LOG_POINTER_EVENTS
WINRT_LogPointerEvent("mouse down", args, TransformCursor(args->CurrentPoint->Position));
@@ -390,7 +395,7 @@ void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Core::Poi
return;
}
- Uint8 button = WINRT_GetSDLButtonForPointerPoint(args->CurrentPoint);
+ Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
if (button) {
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
}
diff --git a/src/video/winrt/SDL_winrtvideo.cpp b/src/video/winrt/SDL_winrtvideo.cpp
index fcaca6a..8fecf2c 100644
--- a/src/video/winrt/SDL_winrtvideo.cpp
+++ b/src/video/winrt/SDL_winrtvideo.cpp
@@ -47,8 +47,11 @@ extern "C" {
#include "../../core/winrt/SDL_winrtapp.h"
#include "SDL_winrtevents_c.h"
#include "SDL_winrtmouse.h"
+#include "SDL_main.h"
+#include "SDL_system.h"
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
+extern SDL_bool WINRT_XAMLWasEnabled;
/* Initialization/Query functions */
@@ -84,6 +87,7 @@ SDL_Window * WINRT_GlobalSDLWindow = NULL;
SDL_VideoDevice * WINRT_GlobalSDLVideoDevice = NULL;
+
/* WinRT driver bootstrap functions */
static int
@@ -154,6 +158,13 @@ WINRT_CalcDisplayModeUsingNativeWindow()
SDL_DisplayMode mode;
SDL_zero(mode);
+ // Go no further if a native window cannot be accessed. This can happen,
+ // for example, if this function is called from certain threads, such as
+ // the SDL/XAML thread.
+ if (!CoreWindow::GetForCurrentThread()) {
+ return mode;
+ }
+
// Fill in most fields:
mode.format = SDL_PIXELFORMAT_RGB888;
mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
@@ -169,11 +180,15 @@ WINRT_CalcDisplayModeUsingNativeWindow()
return mode;
}
-
-static int
+int
WINRT_InitModes(_THIS)
{
+ // Retrieve the display mode:
SDL_DisplayMode mode = WINRT_CalcDisplayModeUsingNativeWindow();
+ if (mode.w == 0 || mode.h == 0) {
+ return SDL_SetError("Unable to calculate the WinRT window/display's size");
+ }
+
if (SDL_AddBasicVideoDisplay(&mode) < 0) {
return -1;
}
@@ -211,7 +226,16 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
}
window->driverdata = data;
data->sdlWindow = window;
- data->coreWindow = CoreWindow::GetForCurrentThread();
+
+ /* To note, when XAML support is enabled, access to the CoreWindow will not
+ be possible, at least not via the SDL/XAML thread. Attempts to access it
+ from there will throw exceptions. As such, the SDL_WindowData's
+ 'coreWindow' field will only be set (to a non-null value) if XAML isn't
+ enabled.
+ */
+ if (!WINRT_XAMLWasEnabled) {
+ data->coreWindow = CoreWindow::GetForCurrentThread();
+ }
/* Make sure the window is considered to be positioned at {0,0},
and is considered fullscreen, shown, and the like.