Fixed line endings on WinRT source code
This commit is contained in:
parent
780830080b
commit
211b54deef
35 changed files with 11262 additions and 11262 deletions
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@ -17,7 +17,7 @@
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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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*/
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#include "SDL_config.h"
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#if SDL_VIDEO_DRIVER_WINRT
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@ -32,363 +32,363 @@
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extern "C" {
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#include "../SDL_sysvideo.h"
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#include "../../events/SDL_events_c.h"
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#include "../../events/SDL_mouse_c.h"
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#include "../../events/SDL_mouse_c.h"
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#include "../../events/SDL_touch_c.h"
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}
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/* File-specific globals: */
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static SDL_TouchID WINRT_TouchID = 1;
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static unsigned int WINRT_LeftFingerDown = 0;
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void
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WINRT_InitTouch(_THIS)
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{
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SDL_AddTouch(WINRT_TouchID, "");
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}
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//
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// Applies necessary geometric transformations to raw cursor positions:
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//
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Windows::Foundation::Point
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WINRT_TransformCursorPosition(SDL_Window * window,
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Windows::Foundation::Point rawPosition,
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WINRT_CursorNormalizationType normalization)
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{
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using namespace Windows::UI::Core;
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using namespace Windows::Graphics::Display;
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if (!window) {
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return rawPosition;
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}
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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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// TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
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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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// Compute coordinates normalized from 0..1.
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// If the coordinates need to be sized to the SDL window,
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// we'll do that after.
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
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outputPosition.Y = rawPosition.Y / 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 / nativeWindow->Bounds.Width;
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outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
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outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
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outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.X / 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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if (normalization == TransformToSDLWindowSize) {
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outputPosition.X *= ((float32) window->w);
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outputPosition.Y *= ((float32) window->h);
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}
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return outputPosition;
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}
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static inline int
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_lround(float arg)
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{
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if (arg >= 0.0f) {
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return (int)floor(arg + 0.5f);
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} else {
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return (int)ceil(arg - 0.5f);
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}
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}
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Uint8
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WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
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{
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using namespace Windows::UI::Input;
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return SDL_BUTTON_LEFT;
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#else
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switch (pt->Properties->PointerUpdateKind)
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{
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case PointerUpdateKind::LeftButtonPressed:
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case PointerUpdateKind::LeftButtonReleased:
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return SDL_BUTTON_LEFT;
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case PointerUpdateKind::RightButtonPressed:
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case PointerUpdateKind::RightButtonReleased:
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return SDL_BUTTON_RIGHT;
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case PointerUpdateKind::MiddleButtonPressed:
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case PointerUpdateKind::MiddleButtonReleased:
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return SDL_BUTTON_MIDDLE;
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case PointerUpdateKind::XButton1Pressed:
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case PointerUpdateKind::XButton1Released:
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return SDL_BUTTON_X1;
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case PointerUpdateKind::XButton2Pressed:
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case PointerUpdateKind::XButton2Released:
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return SDL_BUTTON_X2;
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default:
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break;
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}
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#endif
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return 0;
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}
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//const char *
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//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
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//{
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// using namespace Windows::UI::Input;
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//
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// switch (kind)
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// {
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// case PointerUpdateKind::Other:
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// return "Other";
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// case PointerUpdateKind::LeftButtonPressed:
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// return "LeftButtonPressed";
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// case PointerUpdateKind::LeftButtonReleased:
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// return "LeftButtonReleased";
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// case PointerUpdateKind::RightButtonPressed:
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// return "RightButtonPressed";
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// case PointerUpdateKind::RightButtonReleased:
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// return "RightButtonReleased";
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// case PointerUpdateKind::MiddleButtonPressed:
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// return "MiddleButtonPressed";
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// case PointerUpdateKind::MiddleButtonReleased:
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// return "MiddleButtonReleased";
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// case PointerUpdateKind::XButton1Pressed:
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// return "XButton1Pressed";
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// case PointerUpdateKind::XButton1Released:
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// return "XButton1Released";
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// case PointerUpdateKind::XButton2Pressed:
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// return "XButton2Pressed";
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// case PointerUpdateKind::XButton2Released:
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// return "XButton2Released";
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// }
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//
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// return "";
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//}
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static bool
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WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
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{
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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return true;
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#else
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using namespace Windows::Devices::Input;
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switch (pointerPoint->PointerDevice->PointerDeviceType) {
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case PointerDeviceType::Touch:
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case PointerDeviceType::Pen:
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return true;
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default:
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return false;
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}
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#endif
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}
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void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
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{
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if (!window) {
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return;
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}
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Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
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if ( ! WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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} else {
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Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
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Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
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if (!WINRT_LeftFingerDown) {
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if (button) {
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SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
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SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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}
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WINRT_LeftFingerDown = pointerPoint->PointerId;
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}
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SDL_SendTouch(
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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SDL_TRUE,
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normalizedPoint.X,
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normalizedPoint.Y,
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pointerPoint->Properties->Pressure);
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}
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/* File-specific globals: */
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static SDL_TouchID WINRT_TouchID = 1;
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static unsigned int WINRT_LeftFingerDown = 0;
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void
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WINRT_InitTouch(_THIS)
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{
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SDL_AddTouch(WINRT_TouchID, "");
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}
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void
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WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
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{
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if (!window || WINRT_UsingRelativeMouseMode) {
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return;
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}
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Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
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Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
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if ( ! WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
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} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
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if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
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SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
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}
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SDL_SendTouchMotion(
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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normalizedPoint.X,
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normalizedPoint.Y,
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pointerPoint->Properties->Pressure);
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}
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}
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void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
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{
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if (!window) {
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return;
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}
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Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
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if (!WINRT_IsTouchEvent(pointerPoint)) {
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SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
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} else {
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Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
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if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
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if (button) {
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SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
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}
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WINRT_LeftFingerDown = 0;
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}
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SDL_SendTouch(
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WINRT_TouchID,
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(SDL_FingerID) pointerPoint->PointerId,
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SDL_FALSE,
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normalizedPoint.X,
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normalizedPoint.Y,
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pointerPoint->Properties->Pressure);
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}
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}
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void
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WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
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{
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if (!window) {
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return;
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}
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// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
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short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
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SDL_SendMouseWheel(window, 0, 0, motion);
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}
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void
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WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
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{
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if (!window || !WINRT_UsingRelativeMouseMode) {
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return;
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}
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// DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
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// Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
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// MouseDelta field often reports very large values. More information
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// on this can be found at the following pages on MSDN:
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// - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
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// - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
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//
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// The values do not appear to be as large when running on some systems,
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// most notably a Surface RT. Furthermore, the values returned by
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// CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
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// method, do not ever appear to be large, even when MouseEventArgs'
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// MouseDelta is reporting to the contrary.
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//
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// On systems with the large-values behavior, it appears that the values
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// get reported as if the screen's size is 65536 units in both the X and Y
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// dimensions. This can be viewed by using Windows' now-private, "Raw Input"
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// APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
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//
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// MSDN's documentation on MouseEventArgs' MouseDelta field (at
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// http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
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// does not seem to indicate (to me) that its values should be so large. It
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// says that its values should be a "change in screen location". I could
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// be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
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// http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
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// indicates that these values are in DIPs, which is the same unit used
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// by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
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// property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
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// for details.)
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//
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// To note, PointerMoved events are sent a 'RawPosition' value (via the
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// CurrentPoint property in MouseEventArgs), however these do not seem
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// to exhibit the same large-value behavior.
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//
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// The values passed via PointerMoved events can't always be used for relative
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// mouse motion, unfortunately. Its values are bound to the cursor's position,
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// which stops when it hits one of the screen's edges. This can be a problem in
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// first person shooters, whereby it is normal for mouse motion to travel far
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// along any one axis for a period of time. MouseMoved events do not have the
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// screen-bounding limitation, and can be used regardless of where the system's
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// cursor is.
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//
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// One possible workaround would be to programmatically set the cursor's
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// position to the screen's center (when SDL's relative mouse mode is enabled),
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// however WinRT does not yet seem to have the ability to set the cursor's
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// position via a public API. Win32 did this via an API call, SetCursorPos,
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// however WinRT makes this function be private. Apps that use it won't get
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// approved for distribution in the Windows Store. I've yet to be able to find
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// a suitable, store-friendly counterpart for WinRT.
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//
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// There may be some room for a workaround whereby OnPointerMoved's values
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// are compared to the values from OnMouseMoved in order to detect
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// when this bug is active. A suitable transformation could then be made to
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// OnMouseMoved's values. For now, however, the system-reported values are sent
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// to SDL with minimal transformation: from native screen coordinates (in DIPs)
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// to SDL window coordinates.
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//
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const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
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const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
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SDL_SendMouseMotion(
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window,
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0,
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1,
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_lround(mouseDeltaInSDLWindowCoords.X),
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_lround(mouseDeltaInSDLWindowCoords.Y));
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//
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// Applies necessary geometric transformations to raw cursor positions:
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//
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Windows::Foundation::Point
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WINRT_TransformCursorPosition(SDL_Window * window,
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Windows::Foundation::Point rawPosition,
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WINRT_CursorNormalizationType normalization)
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{
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using namespace Windows::UI::Core;
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using namespace Windows::Graphics::Display;
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if (!window) {
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return rawPosition;
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}
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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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// TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
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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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// Compute coordinates normalized from 0..1.
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// If the coordinates need to be sized to the SDL window,
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// we'll do that after.
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
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outputPosition.Y = rawPosition.Y / 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 / nativeWindow->Bounds.Width;
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outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
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break;
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case DisplayOrientations::PortraitFlipped:
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outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
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outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
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break;
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case DisplayOrientations::Landscape:
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outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
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outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
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break;
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case DisplayOrientations::LandscapeFlipped:
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outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
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outputPosition.Y = rawPosition.X / 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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if (normalization == TransformToSDLWindowSize) {
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outputPosition.X *= ((float32) window->w);
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outputPosition.Y *= ((float32) window->h);
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}
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return outputPosition;
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}
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static inline int
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_lround(float arg)
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{
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if (arg >= 0.0f) {
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return (int)floor(arg + 0.5f);
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} else {
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return (int)ceil(arg - 0.5f);
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}
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}
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Uint8
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WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
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{
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using namespace Windows::UI::Input;
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|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return SDL_BUTTON_LEFT;
|
||||
#else
|
||||
switch (pt->Properties->PointerUpdateKind)
|
||||
{
|
||||
case PointerUpdateKind::LeftButtonPressed:
|
||||
case PointerUpdateKind::LeftButtonReleased:
|
||||
return SDL_BUTTON_LEFT;
|
||||
|
||||
case PointerUpdateKind::RightButtonPressed:
|
||||
case PointerUpdateKind::RightButtonReleased:
|
||||
return SDL_BUTTON_RIGHT;
|
||||
|
||||
case PointerUpdateKind::MiddleButtonPressed:
|
||||
case PointerUpdateKind::MiddleButtonReleased:
|
||||
return SDL_BUTTON_MIDDLE;
|
||||
|
||||
case PointerUpdateKind::XButton1Pressed:
|
||||
case PointerUpdateKind::XButton1Released:
|
||||
return SDL_BUTTON_X1;
|
||||
|
||||
case PointerUpdateKind::XButton2Pressed:
|
||||
case PointerUpdateKind::XButton2Released:
|
||||
return SDL_BUTTON_X2;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//const char *
|
||||
//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
|
||||
//{
|
||||
// using namespace Windows::UI::Input;
|
||||
//
|
||||
// switch (kind)
|
||||
// {
|
||||
// case PointerUpdateKind::Other:
|
||||
// return "Other";
|
||||
// case PointerUpdateKind::LeftButtonPressed:
|
||||
// return "LeftButtonPressed";
|
||||
// case PointerUpdateKind::LeftButtonReleased:
|
||||
// return "LeftButtonReleased";
|
||||
// case PointerUpdateKind::RightButtonPressed:
|
||||
// return "RightButtonPressed";
|
||||
// case PointerUpdateKind::RightButtonReleased:
|
||||
// return "RightButtonReleased";
|
||||
// case PointerUpdateKind::MiddleButtonPressed:
|
||||
// return "MiddleButtonPressed";
|
||||
// case PointerUpdateKind::MiddleButtonReleased:
|
||||
// return "MiddleButtonReleased";
|
||||
// case PointerUpdateKind::XButton1Pressed:
|
||||
// return "XButton1Pressed";
|
||||
// case PointerUpdateKind::XButton1Released:
|
||||
// return "XButton1Released";
|
||||
// case PointerUpdateKind::XButton2Pressed:
|
||||
// return "XButton2Pressed";
|
||||
// case PointerUpdateKind::XButton2Released:
|
||||
// return "XButton2Released";
|
||||
// }
|
||||
//
|
||||
// return "";
|
||||
//}
|
||||
|
||||
static bool
|
||||
WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||
return true;
|
||||
#else
|
||||
using namespace Windows::Devices::Input;
|
||||
switch (pointerPoint->PointerDevice->PointerDeviceType) {
|
||||
case PointerDeviceType::Touch:
|
||||
case PointerDeviceType::Pen:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
|
||||
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
|
||||
} else {
|
||||
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
|
||||
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
|
||||
|
||||
if (!WINRT_LeftFingerDown) {
|
||||
if (button) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
|
||||
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
|
||||
}
|
||||
|
||||
WINRT_LeftFingerDown = pointerPoint->PointerId;
|
||||
}
|
||||
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
SDL_TRUE,
|
||||
normalizedPoint.X,
|
||||
normalizedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window || WINRT_UsingRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
|
||||
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
|
||||
|
||||
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
|
||||
} else if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
|
||||
if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
|
||||
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
|
||||
}
|
||||
|
||||
SDL_SendTouchMotion(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
normalizedPoint.X,
|
||||
normalizedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
|
||||
|
||||
if (!WINRT_IsTouchEvent(pointerPoint)) {
|
||||
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
|
||||
} else {
|
||||
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
|
||||
|
||||
if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
|
||||
if (button) {
|
||||
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
|
||||
}
|
||||
WINRT_LeftFingerDown = 0;
|
||||
}
|
||||
|
||||
SDL_SendTouch(
|
||||
WINRT_TouchID,
|
||||
(SDL_FingerID) pointerPoint->PointerId,
|
||||
SDL_FALSE,
|
||||
normalizedPoint.X,
|
||||
normalizedPoint.Y,
|
||||
pointerPoint->Properties->Pressure);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
|
||||
{
|
||||
if (!window) {
|
||||
return;
|
||||
}
|
||||
|
||||
// FIXME: This may need to accumulate deltas up to WHEEL_DELTA
|
||||
short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
|
||||
SDL_SendMouseWheel(window, 0, 0, motion);
|
||||
}
|
||||
|
||||
void
|
||||
WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
|
||||
{
|
||||
if (!window || !WINRT_UsingRelativeMouseMode) {
|
||||
return;
|
||||
}
|
||||
|
||||
// DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
|
||||
// Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
|
||||
// MouseDelta field often reports very large values. More information
|
||||
// on this can be found at the following pages on MSDN:
|
||||
// - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
|
||||
// - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
|
||||
//
|
||||
// The values do not appear to be as large when running on some systems,
|
||||
// most notably a Surface RT. Furthermore, the values returned by
|
||||
// CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
|
||||
// method, do not ever appear to be large, even when MouseEventArgs'
|
||||
// MouseDelta is reporting to the contrary.
|
||||
//
|
||||
// On systems with the large-values behavior, it appears that the values
|
||||
// get reported as if the screen's size is 65536 units in both the X and Y
|
||||
// dimensions. This can be viewed by using Windows' now-private, "Raw Input"
|
||||
// APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
|
||||
//
|
||||
// MSDN's documentation on MouseEventArgs' MouseDelta field (at
|
||||
// http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
|
||||
// does not seem to indicate (to me) that its values should be so large. It
|
||||
// says that its values should be a "change in screen location". I could
|
||||
// be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
|
||||
// http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
|
||||
// indicates that these values are in DIPs, which is the same unit used
|
||||
// by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
|
||||
// property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
|
||||
// for details.)
|
||||
//
|
||||
// To note, PointerMoved events are sent a 'RawPosition' value (via the
|
||||
// CurrentPoint property in MouseEventArgs), however these do not seem
|
||||
// to exhibit the same large-value behavior.
|
||||
//
|
||||
// The values passed via PointerMoved events can't always be used for relative
|
||||
// mouse motion, unfortunately. Its values are bound to the cursor's position,
|
||||
// which stops when it hits one of the screen's edges. This can be a problem in
|
||||
// first person shooters, whereby it is normal for mouse motion to travel far
|
||||
// along any one axis for a period of time. MouseMoved events do not have the
|
||||
// screen-bounding limitation, and can be used regardless of where the system's
|
||||
// cursor is.
|
||||
//
|
||||
// One possible workaround would be to programmatically set the cursor's
|
||||
// position to the screen's center (when SDL's relative mouse mode is enabled),
|
||||
// however WinRT does not yet seem to have the ability to set the cursor's
|
||||
// position via a public API. Win32 did this via an API call, SetCursorPos,
|
||||
// however WinRT makes this function be private. Apps that use it won't get
|
||||
// approved for distribution in the Windows Store. I've yet to be able to find
|
||||
// a suitable, store-friendly counterpart for WinRT.
|
||||
//
|
||||
// There may be some room for a workaround whereby OnPointerMoved's values
|
||||
// are compared to the values from OnMouseMoved in order to detect
|
||||
// when this bug is active. A suitable transformation could then be made to
|
||||
// OnMouseMoved's values. For now, however, the system-reported values are sent
|
||||
// to SDL with minimal transformation: from native screen coordinates (in DIPs)
|
||||
// to SDL window coordinates.
|
||||
//
|
||||
const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
|
||||
const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
|
||||
SDL_SendMouseMotion(
|
||||
window,
|
||||
0,
|
||||
1,
|
||||
_lround(mouseDeltaInSDLWindowCoords.X),
|
||||
_lround(mouseDeltaInSDLWindowCoords.Y));
|
||||
}
|
||||
|
||||
#endif // SDL_VIDEO_DRIVER_WINRT
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue