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-
- /* Standard C++11 includes */
- #include <functional>
- #include <string>
- #include <sstream>
- using namespace std;
- /* Windows includes */
- #include "ppltasks.h"
- using namespace concurrency;
- using namespace Windows::ApplicationModel;
- using namespace Windows::ApplicationModel::Core;
- using namespace Windows::ApplicationModel::Activation;
- using namespace Windows::Devices::Input;
- using namespace Windows::Graphics::Display;
- using namespace Windows::Foundation;
- using namespace Windows::System;
- using namespace Windows::UI::Core;
- using namespace Windows::UI::Input;
- /* SDL includes */
- extern "C" {
- #include "SDL_assert.h"
- #include "SDL_events.h"
- #include "SDL_hints.h"
- #include "SDL_log.h"
- #include "SDL_main.h"
- #include "SDL_stdinc.h"
- #include "SDL_render.h"
- #include "../../video/SDL_sysvideo.h"
- //#include "../../SDL_hints_c.h"
- #include "../../events/SDL_mouse_c.h"
- #include "../../events/SDL_windowevents_c.h"
- #include "../../render/SDL_sysrender.h"
- }
- #include "../../video/winrt/SDL_winrtevents_c.h"
- #include "../../video/winrt/SDL_winrtvideo_cpp.h"
- #include "SDL_winrtapp.h"
- // Compile-time debugging options:
- // To enable, uncomment; to disable, comment them out.
- //#define LOG_POINTER_EVENTS 1
- //#define LOG_WINDOW_EVENTS 1
- //#define LOG_ORIENTATION_EVENTS 1
- // HACK, DLudwig: The C-style main() will get loaded via the app's
- // WinRT-styled main(), which is part of SDLmain_for_WinRT.cpp.
- // This seems wrong on some level, but does seem to work.
- typedef int (*SDL_WinRT_MainFunction)(int, char **);
- static SDL_WinRT_MainFunction SDL_WinRT_main = nullptr;
- // HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
- // SDL/WinRT will use this throughout its code.
- //
- // TODO, WinRT: consider replacing SDL_WinRTGlobalApp with something
- // non-global, such as something created inside
- // SDL_InitSubSystem(SDL_INIT_VIDEO), or something inside
- // SDL_CreateWindow().
- SDL_WinRTApp ^ SDL_WinRTGlobalApp = nullptr;
- ref class SDLApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
- {
- public:
- virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
- };
- IFrameworkView^ SDLApplicationSource::CreateView()
- {
- // TODO, WinRT: see if this function (CreateView) can ever get called
- // more than once. For now, just prevent it from ever assigning
- // SDL_WinRTGlobalApp more than once.
- SDL_assert(!SDL_WinRTGlobalApp);
- SDL_WinRTApp ^ app = ref new SDL_WinRTApp();
- if (!SDL_WinRTGlobalApp)
- {
- SDL_WinRTGlobalApp = app;
- }
- return app;
- }
- __declspec(dllexport) int SDL_WinRT_RunApplication(SDL_WinRT_MainFunction mainFunction)
- {
- SDL_WinRT_main = mainFunction;
- auto direct3DApplicationSource = ref new SDLApplicationSource();
- CoreApplication::Run(direct3DApplicationSource);
- return 0;
- }
- static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
- {
- SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
- // Start with no orientation flags, then add each in as they're parsed
- // from newValue.
- unsigned int orientationFlags = 0;
- if (newValue) {
- std::istringstream tokenizer(newValue);
- while (!tokenizer.eof()) {
- std::string orientationName;
- std::getline(tokenizer, orientationName, ' ');
- if (orientationName == "LandscapeLeft") {
- orientationFlags |= (unsigned int) DisplayOrientations::LandscapeFlipped;
- } else if (orientationName == "LandscapeRight") {
- orientationFlags |= (unsigned int) DisplayOrientations::Landscape;
- } else if (orientationName == "Portrait") {
- orientationFlags |= (unsigned int) DisplayOrientations::Portrait;
- } else if (orientationName == "PortraitUpsideDown") {
- orientationFlags |= (unsigned int) DisplayOrientations::PortraitFlipped;
- }
- }
- }
- // If no valid orientation flags were specified, use a reasonable set of defaults:
- if (!orientationFlags) {
- // TODO, WinRT: consider seeing if an app's default orientation flags can be found out via some API call(s).
- orientationFlags = (unsigned int) ( \
- DisplayOrientations::Landscape |
- DisplayOrientations::LandscapeFlipped |
- DisplayOrientations::Portrait |
- DisplayOrientations::PortraitFlipped);
- }
- // Set the orientation/rotation preferences. Please note that this does
- // not constitute a 100%-certain lock of a given set of possible
- // orientations. According to Microsoft's documentation on WinRT [1]
- // when a device is not capable of being rotated, Windows may ignore
- // the orientation preferences, and stick to what the device is capable of
- // displaying.
- //
- // [1] Documentation on the 'InitialRotationPreference' setting for a
- // Windows app's manifest file describes how some orientation/rotation
- // preferences may be ignored. See
- // http://msdn.microsoft.com/en-us/library/windows/apps/hh700343.aspx
- // for details. Microsoft's "Display orientation sample" also gives an
- // outline of how Windows treats device rotation
- // (http://code.msdn.microsoft.com/Display-Orientation-Sample-19a58e93).
- DisplayProperties::AutoRotationPreferences = (DisplayOrientations) orientationFlags;
- }
- static void
- WINRT_ProcessWindowSizeChange()
- {
- // Make the new window size be the one true fullscreen mode.
- // This change was initially done, in part, to allow the Direct3D 11.1
- // renderer to receive window-resize events as a device rotates.
- // Before, rotating a device from landscape, to portrait, and then
- // back to landscape would cause the Direct3D 11.1 swap buffer to
- // not get resized appropriately. SDL would, on the rotation from
- // landscape to portrait, re-resize the SDL window to it's initial
- // size (landscape). On the subsequent rotation, SDL would drop the
- // window-resize event as it appeared the SDL window didn't change
- // size, and the Direct3D 11.1 renderer wouldn't resize its swap
- // chain.
- SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
- if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
- return;
- }
- SDL_DisplayMode oldDisplayMode;
- SDL_zero(oldDisplayMode);
- if (WINRT_GlobalSDLVideoDevice) {
- oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
- WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
- WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
- WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
- }
- if (WINRT_GlobalSDLWindow) {
- // Send a window-resize event to the rest of SDL, and to apps:
- SDL_SendWindowEvent(
- WINRT_GlobalSDLWindow,
- SDL_WINDOWEVENT_RESIZED,
- resizedDisplayMode.w,
- resizedDisplayMode.h);
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- // HACK: On Windows Phone, make sure that orientation changes from
- // Landscape to LandscapeFlipped, Portrait to PortraitFlipped,
- // or vice-versa on either of those two, lead to the Direct3D renderer
- // getting updated.
- const DisplayOrientations oldOrientation = (DisplayOrientations) (unsigned int) oldDisplayMode.driverdata;
- const DisplayOrientations newOrientation = (DisplayOrientations) (unsigned int) resizedDisplayMode.driverdata;
- if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
- (oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
- (oldOrientation == DisplayOrientations::Portrait && newOrientation == DisplayOrientations::PortraitFlipped) ||
- (oldOrientation == DisplayOrientations::PortraitFlipped && newOrientation == DisplayOrientations::Portrait))
- {
- // One of the reasons this event is getting sent out is because SDL
- // will ignore requests to send out SDL_WINDOWEVENT_RESIZED events
- // if and when the event size doesn't change (and the Direct3D 11.1
- // renderer doesn't get the memo).
- //
- // Make sure that the display/window size really didn't change. If
- // it did, then a SDL_WINDOWEVENT_SIZE_CHANGED event got sent, and
- // the Direct3D 11.1 renderer picked it up, presumably.
- if (oldDisplayMode.w == resizedDisplayMode.w &&
- oldDisplayMode.h == resizedDisplayMode.h)
- {
- SDL_SendWindowEvent(
- WINRT_GlobalSDLWindow,
- SDL_WINDOWEVENT_SIZE_CHANGED,
- resizedDisplayMode.w,
- resizedDisplayMode.h);
- }
- }
- #endif
- }
- }
- SDL_WinRTApp::SDL_WinRTApp() :
- m_windowClosed(false),
- m_windowVisible(true)
- {
- }
- void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
- {
- applicationView->Activated +=
- ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnActivated);
- CoreApplication::Suspending +=
- ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
- CoreApplication::Resuming +=
- ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnResuming);
- DisplayProperties::OrientationChanged +=
- ref new DisplayPropertiesEventHandler(this, &SDL_WinRTApp::OnOrientationChanged);
- // Register the hint, SDL_HINT_ORIENTATIONS, with SDL. This needs to be
- // done before the hint's callback is registered (as of Feb 22, 2013),
- // otherwise the hint callback won't get registered.
- //
- // TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly.
- //SDL_SetHint(SDL_HINT_ORIENTATIONS, "LandscapeLeft LandscapeRight Portrait PortraitUpsideDown"); // DavidL: this is no longer needed (for SDL_AddHintCallback)
- SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
- }
- void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
- {
- #if LOG_ORIENTATION_EVENTS==1
- CoreWindow^ window = CoreWindow::GetForCurrentThread();
- if (window) {
- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Size={%f,%f}\n",
- __FUNCTION__,
- (int)DisplayProperties::CurrentOrientation,
- (int)DisplayProperties::NativeOrientation,
- (int)DisplayProperties::AutoRotationPreferences,
- window->Bounds.Width,
- window->Bounds.Height);
- } else {
- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
- __FUNCTION__,
- (int)DisplayProperties::CurrentOrientation,
- (int)DisplayProperties::NativeOrientation,
- (int)DisplayProperties::AutoRotationPreferences);
- }
- #endif
- #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
- // On Windows Phone, treat an orientation change as a change in window size.
- // The native window's size doesn't seem to change, however SDL will simulate
- // a window size change.
- WINRT_ProcessWindowSizeChange();
- #endif
- }
- void SDL_WinRTApp::SetWindow(CoreWindow^ window)
- {
- #if LOG_WINDOW_EVENTS==1
- SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window Size={%f,%f}\n",
- __FUNCTION__,
- (int)DisplayProperties::CurrentOrientation,
- (int)DisplayProperties::NativeOrientation,
- (int)DisplayProperties::AutoRotationPreferences,
- window->Bounds.Width,
- window->Bounds.Height);
- #endif
- window->SizeChanged +=
- ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &SDL_WinRTApp::OnWindowSizeChanged);
- window->VisibilityChanged +=
- ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
- window->Closed +=
- ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
- #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
- #endif
- window->PointerPressed +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerPressed);
- window->PointerReleased +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
- window->PointerWheelChanged +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
- window->PointerMoved +=
- ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerMoved);
- #if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
- // Retrieves relative-only mouse movements:
- Windows::Devices::Input::MouseDevice::GetForCurrentView()->MouseMoved +=
- ref new TypedEventHandler<MouseDevice^, MouseEventArgs^>(this, &SDL_WinRTApp::OnMouseMoved);
- #endif
- window->KeyDown +=
- ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyDown);
- window->KeyUp +=
- ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
- }
- void SDL_WinRTApp::Load(Platform::String^ entryPoint)
- {
- }
- void SDL_WinRTApp::Run()
- {
- SDL_SetMainReady();
- if (SDL_WinRT_main)
- {
- // TODO, WinRT: pass the C-style main() a reasonably realistic
- // representation of command line arguments.
- int argc = 0;
- char **argv = NULL;
- SDL_WinRT_main(argc, argv);
- }
- }
- void SDL_WinRTApp::PumpEvents()
- {
- if (!m_windowClosed)
- {
- if (m_windowVisible)
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
- }
- else
- {
- CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
- }
- }
- }
- void SDL_WinRTApp::Uninitialize()
- {
- }
- void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
- {
- #if LOG_WINDOW_EVENTS==1
- SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
- __FUNCTION__,
- args->Size.Width, args->Size.Height,
- (int)DisplayProperties::CurrentOrientation,
- (int)DisplayProperties::NativeOrientation,
- (int)DisplayProperties::AutoRotationPreferences,
- (WINRT_GlobalSDLWindow ? "yes" : "no"));
- #endif
- WINRT_ProcessWindowSizeChange();
- }
- void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
- {
- #if LOG_WINDOW_EVENTS==1
- SDL_Log("%s, visible?=%s, WINRT_GlobalSDLWindow?=%s\n",
- __FUNCTION__,
- (args->Visible ? "yes" : "no"),
- (WINRT_GlobalSDLWindow ? "yes" : "no"));
- #endif
- m_windowVisible = args->Visible;
- if (WINRT_GlobalSDLWindow) {
- SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
- if (args->Visible) {
- SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
- } else {
- SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
- }
- // HACK: Prevent SDL's window-hide handling code, which currently
- // triggers a fake window resize (possibly erronously), from
- // marking the SDL window's surface as invalid.
- //
- // A better solution to this probably involves figuring out if the
- // fake window resize can be prevented.
- WINRT_GlobalSDLWindow->surface_valid = wasSDLWindowSurfaceValid;
- }
- }
- void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
- {
- #if LOG_WINDOW_EVENTS==1
- SDL_Log("%s\n", __FUNCTION__);
- #endif
- m_windowClosed = true;
- }
- static void
- WINRT_LogPointerEvent(const char * header, Windows::UI::Core::PointerEventArgs ^ args, Windows::Foundation::Point transformedPoint)
- {
- Windows::UI::Input::PointerPoint ^ pt = args->CurrentPoint;
- SDL_Log("%s: Position={%f,%f}, Transformed Pos={%f, %f}, MouseWheelDelta=%d, FrameId=%d, PointerId=%d, SDL button=%d\n",
- header,
- pt->Position.X, pt->Position.Y,
- transformedPoint.X, transformedPoint.Y,
- pt->Properties->MouseWheelDelta,
- pt->FrameId,
- pt->PointerId,
- WINRT_GetSDLButtonForPointerPoint(pt));
- }
- void SDL_WinRTApp::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
- {
- #if LOG_POINTER_EVENTS
- WINRT_LogPointerEvent("pointer pressed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
- #endif
- WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
- }
- void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
- {
- #if LOG_POINTER_EVENTS
- WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
- #endif
- WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
- }
- void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
- {
- #if LOG_POINTER_EVENTS
- WINRT_LogPointerEvent("pointer wheel changed", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
- #endif
- WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
- }
- void SDL_WinRTApp::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
- {
- #if LOG_POINTER_EVENTS
- WINRT_LogPointerEvent("pointer moved", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position));
- #endif
- WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
- }
- void SDL_WinRTApp::OnMouseMoved(MouseDevice^ mouseDevice, MouseEventArgs^ args)
- {
- WINRT_ProcessMouseMovedEvent(WINRT_GlobalSDLWindow, args);
- }
- void SDL_WinRTApp::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
- {
- WINRT_ProcessKeyDownEvent(args);
- }
- void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args)
- {
- WINRT_ProcessKeyUpEvent(args);
- }
- void SDL_WinRTApp::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
- {
- CoreWindow::GetForCurrentThread()->Activate();
- }
- static int SDLCALL RemoveAppSuspendAndResumeEvents(void * userdata, SDL_Event * event)
- {
- if (event->type == SDL_WINDOWEVENT)
- {
- switch (event->window.event)
- {
- case SDL_WINDOWEVENT_MINIMIZED:
- case SDL_WINDOWEVENT_RESTORED:
- // Return 0 to indicate that the event should be removed from the
- // event queue:
- return 0;
- default:
- break;
- }
- }
- // Return 1 to indicate that the event should stay in the event queue:
- return 1;
- }
- void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
- {
- // Save app state asynchronously after requesting a deferral. Holding a deferral
- // indicates that the application is busy performing suspending operations. Be
- // aware that a deferral may not be held indefinitely. After about five seconds,
- // the app will be forced to exit.
- SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
- create_task([this, deferral]()
- {
- // Send a window-minimized event immediately to observers.
- // CoreDispatcher::ProcessEvents, which is the backbone on which
- // SDL_WinRTApp::PumpEvents is built, will not return to its caller
- // once it sends out a suspend event. Any events posted to SDL's
- // event queue won't get received until the WinRT app is resumed.
- // SDL_AddEventWatch() may be used to receive app-suspend events on
- // WinRT.
- //
- // In order to prevent app-suspend events from being received twice:
- // first via a callback passed to SDL_AddEventWatch, and second via
- // SDL's event queue, the event will be sent to SDL, then immediately
- // removed from the queue.
- if (WINRT_GlobalSDLWindow)
- {
- SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MINIMIZED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
- SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
- }
- deferral->Complete();
- });
- }
- void SDL_WinRTApp::OnResuming(Platform::Object^ sender, Platform::Object^ args)
- {
- // Restore any data or state that was unloaded on suspend. By default, data
- // and state are persisted when resuming from suspend. Note that this event
- // does not occur if the app was previously terminated.
- if (WINRT_GlobalSDLWindow)
- {
- SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0); // TODO: see if SDL_WINDOWEVENT_SIZE_CHANGED should be getting triggered here (it is, currently)
- // Remove the app-resume event from the queue, as is done with the
- // app-suspend event.
- //
- // TODO, WinRT: consider posting this event to the queue even though
- // its counterpart, the app-suspend event, effectively has to be
- // processed immediately.
- SDL_FilterEvents(RemoveAppSuspendAndResumeEvents, 0);
- }
- }
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