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- /*
- Simple DirectMedia Layer
- Copyright (C) 1997-2023 Sam Lantinga <[email protected]>
- 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.
- */
- #include "SDL_internal.h"
- #ifdef SDL_VIDEO_DRIVER_WINRT
- /* WinRT SDL video driver implementation
- Initial work on this was done by David Ludwig ([email protected]), and
- was based off of SDL's "dummy" video driver.
- */
- /* Standard C++11 includes */
- #include <functional>
- #include <sstream>
- #include <string>
- using namespace std;
- /* Windows includes */
- #include <agile.h>
- #include <dxgi.h>
- #include <dxgi1_2.h>
- #include <windows.graphics.display.h>
- #include <windows.system.display.h>
- using namespace Windows::ApplicationModel::Core;
- using namespace Windows::Foundation;
- using namespace Windows::Graphics::Display;
- using namespace Windows::UI::Core;
- using namespace Windows::UI::ViewManagement;
- /* [re]declare Windows GUIDs locally, to limit the amount of external lib(s) SDL has to link to */
- static const GUID SDL_IID_IDisplayRequest = { 0xe5732044, 0xf49f, 0x4b60, { 0x8d, 0xd4, 0x5e, 0x7e, 0x3a, 0x63, 0x2a, 0xc0 } };
- static const GUID SDL_IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
- /* SDL includes */
- extern "C" {
- #include "../../core/windows/SDL_windows.h"
- #include "../../events/SDL_events_c.h"
- #include "../../render/SDL_sysrender.h"
- #include "../SDL_pixels_c.h"
- #include "../SDL_sysvideo.h"
- #include "SDL_winrtopengles.h"
- }
- #include "../../core/winrt/SDL_winrtapp_direct3d.h"
- #include "../../core/winrt/SDL_winrtapp_xaml.h"
- #include "SDL_winrtevents_c.h"
- #include "SDL_winrtgamebar_cpp.h"
- #include "SDL_winrtmouse_c.h"
- #include "SDL_winrtvideo_cpp.h"
- #include <SDL3/SDL_syswm.h>
- /* Initialization/Query functions */
- static int WINRT_VideoInit(SDL_VideoDevice *_this);
- static int WINRT_InitModes(SDL_VideoDevice *_this);
- static int WINRT_SetDisplayMode(SDL_VideoDevice *_this, SDL_VideoDisplay *display, SDL_DisplayMode *mode);
- static void WINRT_VideoQuit(SDL_VideoDevice *_this);
- /* Window functions */
- static int WINRT_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window);
- static void WINRT_SetWindowSize(SDL_VideoDevice *_this, SDL_Window *window);
- static void WINRT_SetWindowFullscreen(SDL_VideoDevice *_this, SDL_Window *window, SDL_VideoDisplay *display, SDL_bool fullscreen);
- static void WINRT_DestroyWindow(SDL_VideoDevice *_this, SDL_Window *window);
- static int WINRT_GetWindowWMInfo(SDL_VideoDevice *_this, SDL_Window *window, SDL_SysWMinfo *info);
- /* Misc functions */
- static ABI::Windows::System::Display::IDisplayRequest *WINRT_CreateDisplayRequest(SDL_VideoDevice *_this);
- extern int WINRT_SuspendScreenSaver(SDL_VideoDevice *_this);
- /* SDL-internal globals: */
- SDL_Window *WINRT_GlobalSDLWindow = NULL;
- /* WinRT driver bootstrap functions */
- static void WINRT_DeleteDevice(SDL_VideoDevice *device)
- {
- if (device->driverdata) {
- SDL_VideoData *video_data = device->driverdata;
- if (video_data->winrtEglWindow) {
- video_data->winrtEglWindow->Release();
- }
- SDL_free(video_data);
- }
- SDL_free(device);
- }
- static SDL_VideoDevice *WINRT_CreateDevice(void)
- {
- SDL_VideoDevice *device;
- SDL_VideoData *data;
- /* Initialize all variables that we clean on shutdown */
- device = (SDL_VideoDevice *)SDL_calloc(1, sizeof(SDL_VideoDevice));
- if (device == NULL) {
- SDL_OutOfMemory();
- return 0;
- }
- data = (SDL_VideoData *)SDL_calloc(1, sizeof(SDL_VideoData));
- if (data == NULL) {
- SDL_OutOfMemory();
- SDL_free(device);
- return 0;
- }
- device->driverdata = data;
- /* Set the function pointers */
- device->VideoInit = WINRT_VideoInit;
- device->VideoQuit = WINRT_VideoQuit;
- device->CreateSDLWindow = WINRT_CreateWindow;
- device->SetWindowSize = WINRT_SetWindowSize;
- device->SetWindowFullscreen = WINRT_SetWindowFullscreen;
- device->DestroyWindow = WINRT_DestroyWindow;
- device->SetDisplayMode = WINRT_SetDisplayMode;
- device->PumpEvents = WINRT_PumpEvents;
- device->GetWindowWMInfo = WINRT_GetWindowWMInfo;
- device->SuspendScreenSaver = WINRT_SuspendScreenSaver;
- #if NTDDI_VERSION >= NTDDI_WIN10
- device->HasScreenKeyboardSupport = WINRT_HasScreenKeyboardSupport;
- device->ShowScreenKeyboard = WINRT_ShowScreenKeyboard;
- device->HideScreenKeyboard = WINRT_HideScreenKeyboard;
- device->IsScreenKeyboardShown = WINRT_IsScreenKeyboardShown;
- WINTRT_InitialiseInputPaneEvents(device);
- #endif
- #ifdef SDL_VIDEO_OPENGL_EGL
- device->GL_LoadLibrary = WINRT_GLES_LoadLibrary;
- device->GL_GetProcAddress = WINRT_GLES_GetProcAddress;
- device->GL_UnloadLibrary = WINRT_GLES_UnloadLibrary;
- device->GL_CreateContext = WINRT_GLES_CreateContext;
- device->GL_MakeCurrent = WINRT_GLES_MakeCurrent;
- device->GL_SetSwapInterval = WINRT_GLES_SetSwapInterval;
- device->GL_GetSwapInterval = WINRT_GLES_GetSwapInterval;
- device->GL_SwapWindow = WINRT_GLES_SwapWindow;
- device->GL_DeleteContext = WINRT_GLES_DeleteContext;
- #endif
- device->free = WINRT_DeleteDevice;
- return device;
- }
- #define WINRTVID_DRIVER_NAME "winrt"
- VideoBootStrap WINRT_bootstrap = {
- WINRTVID_DRIVER_NAME, "SDL WinRT video driver",
- WINRT_CreateDevice
- };
- static void SDLCALL WINRT_SetDisplayOrientationsPreference(void *userdata, const char *name, const char *oldValue, const char *newValue)
- {
- SDL_assert(SDL_strcmp(name, SDL_HINT_ORIENTATIONS) == 0);
- /* HACK: prevent SDL from altering an app's .appxmanifest-set orientation
- * from being changed on startup, by detecting when SDL_HINT_ORIENTATIONS
- * is getting registered.
- *
- * TODO, WinRT: consider reading in an app's .appxmanifest file, and apply its orientation when 'newValue == NULL'.
- */
- if ((oldValue == NULL) && (newValue == NULL)) {
- return;
- }
- // 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).
- WINRT_DISPLAY_PROPERTY(AutoRotationPreferences) = (DisplayOrientations)orientationFlags;
- }
- int WINRT_VideoInit(SDL_VideoDevice *_this)
- {
- SDL_VideoData *driverdata = _this->driverdata;
- if (WINRT_InitModes(_this) < 0) {
- return -1;
- }
- // Register the hint, SDL_HINT_ORIENTATIONS, with SDL.
- // 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_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
- WINRT_InitMouse(_this);
- WINRT_InitTouch(_this);
- WINRT_InitGameBar(_this);
- if (driverdata) {
- /* Initialize screensaver-disabling support */
- driverdata->displayRequest = WINRT_CreateDisplayRequest(_this);
- }
- return 0;
- }
- extern "C" Uint32 D3D11_DXGIFormatToSDLPixelFormat(DXGI_FORMAT dxgiFormat);
- static void WINRT_DXGIModeToSDLDisplayMode(const DXGI_MODE_DESC *dxgiMode, SDL_DisplayMode *sdlMode)
- {
- SDL_zerop(sdlMode);
- sdlMode->w = dxgiMode->Width;
- sdlMode->h = dxgiMode->Height;
- sdlMode->refresh_rate = (((100 * dxgiMode->RefreshRate.Numerator) / dxgiMode->RefreshRate.Denominator) / 100.0f);
- sdlMode->format = D3D11_DXGIFormatToSDLPixelFormat(dxgiMode->Format);
- }
- static int WINRT_AddDisplaysForOutput(SDL_VideoDevice *_this, IDXGIAdapter1 *dxgiAdapter1, int outputIndex)
- {
- HRESULT hr;
- IDXGIOutput *dxgiOutput = NULL;
- DXGI_OUTPUT_DESC dxgiOutputDesc;
- SDL_VideoDisplay display;
- UINT numModes;
- DXGI_MODE_DESC *dxgiModes = NULL;
- int functionResult = -1; /* -1 for failure, 0 for success */
- DXGI_MODE_DESC modeToMatch, closestMatch;
- SDL_zero(display);
- hr = dxgiAdapter1->EnumOutputs(outputIndex, &dxgiOutput);
- if (FAILED(hr)) {
- if (hr != DXGI_ERROR_NOT_FOUND) {
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIAdapter1::EnumOutputs failed", hr);
- }
- goto done;
- }
- hr = dxgiOutput->GetDesc(&dxgiOutputDesc);
- if (FAILED(hr)) {
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDesc failed", hr);
- goto done;
- }
- SDL_zero(modeToMatch);
- modeToMatch.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
- modeToMatch.Width = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left);
- modeToMatch.Height = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top);
- hr = dxgiOutput->FindClosestMatchingMode(&modeToMatch, &closestMatch, NULL);
- if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
- /* DXGI_ERROR_NOT_CURRENTLY_AVAILABLE gets returned by IDXGIOutput::FindClosestMatchingMode
- when running under the Windows Simulator, which uses Remote Desktop (formerly known as Terminal
- Services) under the hood. According to the MSDN docs for the similar function,
- IDXGIOutput::GetDisplayModeList, DXGI_ERROR_NOT_CURRENTLY_AVAILABLE is returned if and
- when an app is run under a Terminal Services session, hence the assumption.
- In this case, just add an SDL display mode, with approximated values.
- */
- SDL_DisplayMode mode;
- SDL_zero(mode);
- display.name = SDL_strdup("Windows Simulator / Terminal Services Display");
- mode.w = (dxgiOutputDesc.DesktopCoordinates.right - dxgiOutputDesc.DesktopCoordinates.left);
- mode.h = (dxgiOutputDesc.DesktopCoordinates.bottom - dxgiOutputDesc.DesktopCoordinates.top);
- mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
- display.desktop_mode = mode;
- } else if (FAILED(hr)) {
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr);
- goto done;
- } else {
- display.name = WIN_StringToUTF8(dxgiOutputDesc.DeviceName);
- WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode);
- hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, NULL);
- if (FAILED(hr)) {
- if (hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE) {
- // TODO, WinRT: make sure display mode(s) are added when using Terminal Services / Windows Simulator
- }
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode list size] failed", hr);
- goto done;
- }
- dxgiModes = (DXGI_MODE_DESC *)SDL_calloc(numModes, sizeof(DXGI_MODE_DESC));
- if (dxgiModes == NULL) {
- SDL_OutOfMemory();
- goto done;
- }
- hr = dxgiOutput->GetDisplayModeList(DXGI_FORMAT_B8G8R8A8_UNORM, 0, &numModes, dxgiModes);
- if (FAILED(hr)) {
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::GetDisplayModeList [get mode contents] failed", hr);
- goto done;
- }
- for (UINT i = 0; i < numModes; ++i) {
- SDL_DisplayMode sdlMode;
- WINRT_DXGIModeToSDLDisplayMode(&dxgiModes[i], &sdlMode);
- SDL_AddFullscreenDisplayMode(&display, &sdlMode);
- }
- }
- if (SDL_AddVideoDisplay(&display, SDL_FALSE) == 0) {
- goto done;
- }
- functionResult = 0; /* 0 for Success! */
- done:
- if (dxgiModes) {
- SDL_free(dxgiModes);
- }
- if (dxgiOutput) {
- dxgiOutput->Release();
- }
- if (display.name) {
- SDL_free(display.name);
- }
- return functionResult;
- }
- static int WINRT_AddDisplaysForAdapter(SDL_VideoDevice *_this, IDXGIFactory2 *dxgiFactory2, int adapterIndex)
- {
- HRESULT hr;
- IDXGIAdapter1 *dxgiAdapter1;
- hr = dxgiFactory2->EnumAdapters1(adapterIndex, &dxgiAdapter1);
- if (FAILED(hr)) {
- if (hr != DXGI_ERROR_NOT_FOUND) {
- WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIFactory1::EnumAdapters1() failed", hr);
- }
- return -1;
- }
- for (int outputIndex = 0;; ++outputIndex) {
- if (WINRT_AddDisplaysForOutput(_this, dxgiAdapter1, outputIndex) < 0) {
- /* HACK: The Windows App Certification Kit 10.0 can fail, when
- running the Store Apps' test, "Direct3D Feature Test". The
- certification kit's error is:
- "Application App was not running at the end of the test. It likely crashed or was terminated for having become unresponsive."
- This was caused by SDL/WinRT's DXGI failing to report any
- outputs. Attempts to get the 1st display-output from the
- 1st display-adapter can fail, with IDXGIAdapter::EnumOutputs
- returning DXGI_ERROR_NOT_FOUND. This could be a bug in Windows,
- the Windows App Certification Kit, or possibly in SDL/WinRT's
- display detection code. Either way, try to detect when this
- happens, and use a hackish means to create a reasonable-as-possible
- 'display mode'. -- DavidL
- */
- if (adapterIndex == 0 && outputIndex == 0) {
- SDL_VideoDisplay display;
- SDL_DisplayMode mode;
- #if SDL_WINRT_USE_APPLICATIONVIEW
- ApplicationView ^ appView = ApplicationView::GetForCurrentView();
- #endif
- CoreWindow ^ coreWin = CoreWindow::GetForCurrentThread();
- SDL_zero(display);
- SDL_zero(mode);
- display.name = SDL_strdup("DXGI Display-detection Workaround");
- /* HACK: ApplicationView's VisibleBounds property, appeared, via testing, to
- give a better approximation of display-size, than did CoreWindow's
- Bounds property, insofar that ApplicationView::VisibleBounds seems like
- it will, at least some of the time, give the full display size (during the
- failing test), whereas CoreWindow might not. -- DavidL
- */
- #if (NTDDI_VERSION >= NTDDI_WIN10) || (SDL_WINRT_USE_APPLICATIONVIEW && SDL_WINAPI_FAMILY_PHONE)
- mode.w = (int)SDL_floorf(appView->VisibleBounds.Width);
- mode.h = (int)SDL_floorf(appView->VisibleBounds.Height);
- #else
- /* On platform(s) that do not support VisibleBounds, such as Windows 8.1,
- fall back to CoreWindow's Bounds property.
- */
- mode.w = (int)SDL_floorf(coreWin->Bounds.Width);
- mode.h = (int)SDL_floorf(coreWin->Bounds.Height);
- #endif
- mode.pixel_density = WINRT_DISPLAY_PROPERTY(LogicalDpi) / 96.0f;
- mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
- display.desktop_mode = mode;
- bool error = (SDL_AddVideoDisplay(&display, SDL_FALSE) == 0);
- if (display.name) {
- SDL_free(display.name);
- }
- if (error) {
- return SDL_SetError("Failed to apply DXGI Display-detection workaround");
- }
- }
- break;
- }
- }
- dxgiAdapter1->Release();
- return 0;
- }
- int WINRT_InitModes(SDL_VideoDevice *_this)
- {
- /* HACK: Initialize a single display, for whatever screen the app's
- CoreApplicationView is on.
- TODO, WinRT: Try initializing multiple displays, one for each monitor.
- Appropriate WinRT APIs for this seem elusive, though. -- DavidL
- */
- HRESULT hr;
- IDXGIFactory2 *dxgiFactory2 = NULL;
- hr = CreateDXGIFactory1(SDL_IID_IDXGIFactory2, (void **)&dxgiFactory2);
- if (FAILED(hr)) {
- return WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory1() failed", hr);
- }
- for (int adapterIndex = 0;; ++adapterIndex) {
- if (WINRT_AddDisplaysForAdapter(_this, dxgiFactory2, adapterIndex) < 0) {
- break;
- }
- }
- return 0;
- }
- static int WINRT_SetDisplayMode(SDL_VideoDevice *_this, SDL_VideoDisplay *display, SDL_DisplayMode *mode)
- {
- return 0;
- }
- void WINRT_VideoQuit(SDL_VideoDevice *_this)
- {
- SDL_VideoData *driverdata = _this->driverdata;
- if (driverdata && driverdata->displayRequest) {
- driverdata->displayRequest->Release();
- driverdata->displayRequest = NULL;
- }
- WINRT_QuitGameBar(_this);
- WINRT_QuitMouse(_this);
- }
- static const Uint32 WINRT_DetectableFlags = SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN | SDL_WINDOW_HIDDEN | SDL_WINDOW_MOUSE_FOCUS;
- extern "C" Uint32
- WINRT_DetectWindowFlags(SDL_Window *window)
- {
- Uint32 latestFlags = 0;
- SDL_WindowData *data = window->driverdata;
- bool is_fullscreen = false;
- #if SDL_WINRT_USE_APPLICATIONVIEW
- if (data->appView) {
- is_fullscreen = data->appView->IsFullScreenMode;
- }
- #elif SDL_WINAPI_FAMILY_PHONE || NTDDI_VERSION == NTDDI_WIN8
- is_fullscreen = true;
- #endif
- if (data->coreWindow.Get()) {
- if (is_fullscreen) {
- SDL_VideoDisplay *display = SDL_GetVideoDisplayForWindow(window);
- int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
- int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
- #if !SDL_WINAPI_FAMILY_PHONE || NTDDI_VERSION > NTDDI_WIN8
- // On all WinRT platforms, except for WinPhone 8.0, rotate the
- // window size. This is needed to properly calculate
- // fullscreen vs. maximized.
- const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
- switch (currentOrientation) {
- #if SDL_WINAPI_FAMILY_PHONE
- case DisplayOrientations::Landscape:
- case DisplayOrientations::LandscapeFlipped:
- #else
- case DisplayOrientations::Portrait:
- case DisplayOrientations::PortraitFlipped:
- #endif
- {
- int tmp = w;
- w = h;
- h = tmp;
- } break;
- }
- #endif
- if (display->desktop_mode.w != w || display->desktop_mode.h != h) {
- latestFlags |= SDL_WINDOW_MAXIMIZED;
- } else {
- latestFlags |= SDL_WINDOW_FULLSCREEN;
- }
- }
- if (data->coreWindow->Visible) {
- latestFlags &= ~SDL_WINDOW_HIDDEN;
- } else {
- latestFlags |= SDL_WINDOW_HIDDEN;
- }
- #if SDL_WINAPI_FAMILY_PHONE && NTDDI_VERSION < NTDDI_WINBLUE
- // data->coreWindow->PointerPosition is not supported on WinPhone 8.0
- latestFlags |= SDL_WINDOW_MOUSE_FOCUS;
- #else
- if (data->coreWindow->Visible && data->coreWindow->Bounds.Contains(data->coreWindow->PointerPosition)) {
- latestFlags |= SDL_WINDOW_MOUSE_FOCUS;
- }
- #endif
- }
- return latestFlags;
- }
- // TODO, WinRT: consider removing WINRT_UpdateWindowFlags, and just calling WINRT_DetectWindowFlags as-appropriate (with appropriate calls to SDL_SendWindowEvent)
- void WINRT_UpdateWindowFlags(SDL_Window *window, Uint32 mask)
- {
- mask &= WINRT_DetectableFlags;
- if (window) {
- Uint32 apply = WINRT_DetectWindowFlags(window);
- window->flags = (window->flags & ~mask) | (apply & mask);
- }
- }
- static bool WINRT_IsCoreWindowActive(CoreWindow ^ coreWindow)
- {
- /* WinRT does not appear to offer API(s) to determine window-activation state,
- at least not that I am aware of in Win8 - Win10. As such, SDL tracks this
- itself, via window-activation events.
- If there *is* an API to track this, it should probably get used instead
- of the following hack (that uses "SDLHelperWindowActivationState").
- -- DavidL.
- */
- if (coreWindow->CustomProperties->HasKey("SDLHelperWindowActivationState")) {
- CoreWindowActivationState activationState =
- safe_cast<CoreWindowActivationState>(coreWindow->CustomProperties->Lookup("SDLHelperWindowActivationState"));
- return activationState != CoreWindowActivationState::Deactivated;
- }
- /* Assume that non-SDL tracked windows are active, although this should
- probably be avoided, if possible.
- This might not even be possible, in normal SDL use, at least as of
- this writing (Dec 22, 2015; via latest hg.libsdl.org/SDL clone) -- DavidL
- */
- return true;
- }
- int WINRT_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window)
- {
- // Make sure that only one window gets created, at least until multimonitor
- // support is added.
- if (WINRT_GlobalSDLWindow != NULL) {
- return SDL_SetError("WinRT only supports one window");
- }
- SDL_WindowData *data = new SDL_WindowData; /* use 'new' here as SDL_WindowData may use WinRT/C++ types */
- if (!data) {
- return SDL_OutOfMemory();
- }
- window->driverdata = data;
- data->sdlWindow = window;
- /* 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();
- #if SDL_WINRT_USE_APPLICATIONVIEW
- data->appView = ApplicationView::GetForCurrentView();
- #endif
- }
- /* Make note of the requested window flags, before they start getting changed. */
- const Uint32 requestedFlags = window->flags;
- #ifdef SDL_VIDEO_OPENGL_EGL
- /* Setup the EGL surface, but only if OpenGL ES 2 was requested. */
- if (!(window->flags & SDL_WINDOW_OPENGL)) {
- /* OpenGL ES 2 wasn't requested. Don't set up an EGL surface. */
- data->egl_surface = EGL_NO_SURFACE;
- } else {
- /* OpenGL ES 2 was reuqested. Set up an EGL surface. */
- SDL_VideoData *video_data = _this->driverdata;
- /* Call SDL_EGL_ChooseConfig and eglCreateWindowSurface directly,
- * rather than via SDL_EGL_CreateSurface, as older versions of
- * ANGLE/WinRT may require that a C++ object, ComPtr<IUnknown>,
- * be passed into eglCreateWindowSurface.
- */
- if (SDL_EGL_ChooseConfig(_this) != 0) {
- /* SDL_EGL_ChooseConfig failed, SDL_GetError() should have info */
- return -1;
- }
- if (video_data->winrtEglWindow) { /* ... is the 'old' version of ANGLE/WinRT being used? */
- /* Attempt to create a window surface using older versions of
- * ANGLE/WinRT:
- */
- Microsoft::WRL::ComPtr<IUnknown> cpp_winrtEglWindow = video_data->winrtEglWindow;
- data->egl_surface = ((eglCreateWindowSurface_Old_Function)_this->egl_data->eglCreateWindowSurface)(
- _this->egl_data->egl_display,
- _this->egl_data->egl_config,
- cpp_winrtEglWindow, NULL);
- if (data->egl_surface == NULL) {
- return SDL_EGL_SetError("unable to create EGL native-window surface", "eglCreateWindowSurface");
- }
- } else if (data->coreWindow.Get() != nullptr) {
- /* Attempt to create a window surface using newer versions of
- * ANGLE/WinRT:
- */
- IInspectable *coreWindowAsIInspectable = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
- data->egl_surface = _this->egl_data->eglCreateWindowSurface(
- _this->egl_data->egl_display,
- _this->egl_data->egl_config,
- (NativeWindowType)coreWindowAsIInspectable,
- NULL);
- if (data->egl_surface == NULL) {
- return SDL_EGL_SetError("unable to create EGL native-window surface", "eglCreateWindowSurface");
- }
- } else {
- return SDL_SetError("No supported means to create an EGL window surface are available");
- }
- }
- #endif
- /* Determine as many flags dynamically, as possible. */
- window->flags =
- SDL_WINDOW_BORDERLESS |
- SDL_WINDOW_RESIZABLE;
- #ifdef SDL_VIDEO_OPENGL_EGL
- if (data->egl_surface) {
- window->flags |= SDL_WINDOW_OPENGL;
- }
- #endif
- if (WINRT_XAMLWasEnabled) {
- /* TODO, WinRT: set SDL_Window size, maybe position too, from XAML control */
- window->x = 0;
- window->y = 0;
- window->flags &= ~SDL_WINDOW_HIDDEN;
- SDL_SetMouseFocus(NULL); // TODO: detect this
- SDL_SetKeyboardFocus(NULL); // TODO: detect this
- } else {
- /* WinRT 8.x apps seem to live in an environment where the OS controls the
- app's window size, with some apps being fullscreen, depending on
- user choice of various things. For now, just adapt the SDL_Window to
- whatever Windows set-up as the native-window's geometry.
- */
- window->x = (int)SDL_lroundf(data->coreWindow->Bounds.Left);
- window->y = (int)SDL_lroundf(data->coreWindow->Bounds.Top);
- #if NTDDI_VERSION < NTDDI_WIN10
- /* On WinRT 8.x / pre-Win10, just use the size we were given. */
- window->w = (int)SDL_floorf(data->coreWindow->Bounds.Width);
- window->h = (int)SDL_floorf(data->coreWindow->Bounds.Height);
- #else
- /* On Windows 10, we occasionally get control over window size. For windowed
- mode apps, try this.
- */
- bool didSetSize = false;
- if ((requestedFlags & SDL_WINDOW_FULLSCREEN) == 0) {
- const Windows::Foundation::Size size((float)window->w, (float)window->h);
- didSetSize = data->appView->TryResizeView(size);
- }
- if (!didSetSize) {
- /* We either weren't able to set the window size, or a request for
- fullscreen was made. Get window-size info from the OS.
- */
- window->w = (int)SDL_floorf(data->coreWindow->Bounds.Width);
- window->h = (int)SDL_floorf(data->coreWindow->Bounds.Height);
- }
- #endif
- WINRT_UpdateWindowFlags(
- window,
- 0xffffffff /* Update any window flag(s) that WINRT_UpdateWindow can handle */
- );
- /* Try detecting if the window is active */
- bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get());
- if (isWindowActive) {
- SDL_SetKeyboardFocus(window);
- }
- }
- /* Make sure the WinRT app's IFramworkView can post events on
- behalf of SDL:
- */
- WINRT_GlobalSDLWindow = window;
- /* All done! */
- return 0;
- }
- void WINRT_SetWindowSize(SDL_VideoDevice *_this, SDL_Window *window)
- {
- #if NTDDI_VERSION >= NTDDI_WIN10
- SDL_WindowData *data = window->driverdata;
- const Windows::Foundation::Size size((float)window->w, (float)window->h);
- data->appView->TryResizeView(size); // TODO, WinRT: return failure (to caller?) from TryResizeView()
- #endif
- }
- void WINRT_SetWindowFullscreen(SDL_VideoDevice *_this, SDL_Window *window, SDL_VideoDisplay *display, SDL_bool fullscreen)
- {
- #if NTDDI_VERSION >= NTDDI_WIN10
- SDL_WindowData *data = window->driverdata;
- bool isWindowActive = WINRT_IsCoreWindowActive(data->coreWindow.Get());
- if (isWindowActive) {
- if (fullscreen) {
- if (!data->appView->IsFullScreenMode) {
- data->appView->TryEnterFullScreenMode(); // TODO, WinRT: return failure (to caller?) from TryEnterFullScreenMode()
- }
- } else {
- if (data->appView->IsFullScreenMode) {
- data->appView->ExitFullScreenMode();
- }
- }
- }
- #endif
- }
- void WINRT_DestroyWindow(SDL_VideoDevice *_this, SDL_Window *window)
- {
- SDL_WindowData *data = window->driverdata;
- if (WINRT_GlobalSDLWindow == window) {
- WINRT_GlobalSDLWindow = NULL;
- }
- if (data) {
- // Delete the internal window data:
- delete data;
- data = NULL;
- window->driverdata = NULL;
- }
- }
- int WINRT_GetWindowWMInfo(SDL_VideoDevice *_this, SDL_Window *window, SDL_SysWMinfo *info)
- {
- SDL_WindowData *data = window->driverdata;
- info->subsystem = SDL_SYSWM_WINRT;
- info->info.winrt.window = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
- return 0;
- }
- static ABI::Windows::System::Display::IDisplayRequest *WINRT_CreateDisplayRequest(SDL_VideoDevice *_this)
- {
- /* Setup a WinRT DisplayRequest object, usable for enabling/disabling screensaver requests */
- const wchar_t *wClassName = L"Windows.System.Display.DisplayRequest";
- HSTRING hClassName;
- IActivationFactory *pActivationFactory = NULL;
- IInspectable *pDisplayRequestRaw = nullptr;
- ABI::Windows::System::Display::IDisplayRequest *pDisplayRequest = nullptr;
- HRESULT hr;
- hr = ::WindowsCreateString(wClassName, (UINT32)SDL_wcslen(wClassName), &hClassName);
- if (FAILED(hr)) {
- goto done;
- }
- hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory);
- if (FAILED(hr)) {
- goto done;
- }
- hr = pActivationFactory->ActivateInstance(&pDisplayRequestRaw);
- if (FAILED(hr)) {
- goto done;
- }
- hr = pDisplayRequestRaw->QueryInterface(SDL_IID_IDisplayRequest, (void **)&pDisplayRequest);
- if (FAILED(hr)) {
- goto done;
- }
- done:
- if (pDisplayRequestRaw) {
- pDisplayRequestRaw->Release();
- }
- if (pActivationFactory) {
- pActivationFactory->Release();
- }
- if (hClassName) {
- ::WindowsDeleteString(hClassName);
- }
- return pDisplayRequest;
- }
- int WINRT_SuspendScreenSaver(SDL_VideoDevice *_this)
- {
- SDL_VideoData *driverdata = _this->driverdata;
- if (driverdata && driverdata->displayRequest) {
- ABI::Windows::System::Display::IDisplayRequest *displayRequest = (ABI::Windows::System::Display::IDisplayRequest *)driverdata->displayRequest;
- if (_this->suspend_screensaver) {
- displayRequest->RequestActive();
- } else {
- displayRequest->RequestRelease();
- }
- }
- return 0;
- }
- #endif /* SDL_VIDEO_DRIVER_WINRT */
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