SDL_winrtvideo.cpp
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/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_WINRT
/* WinRT SDL video driver implementation
Initial work on this was done by David Ludwig (dludwig@pobox.com), and
was based off of SDL's "dummy" video driver.
*/
/* Windows includes */
#include <agile.h>
#include <windows.graphics.display.h>
#include <windows.system.display.h>
#include <dxgi.h>
#include <dxgi1_2.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 IID_IDisplayRequest = { 0xe5732044, 0xf49f, 0x4b60, { 0x8d, 0xd4, 0x5e, 0x7e, 0x3a, 0x63, 0x2a, 0xc0 } };
static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } };
/* SDL includes */
extern "C" {
#include "SDL_video.h"
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
#include "../SDL_pixels_c.h"
#include "../../events/SDL_events_c.h"
#include "../../render/SDL_sysrender.h"
#include "SDL_syswm.h"
#include "SDL_winrtopengles.h"
#include "../../core/windows/SDL_windows.h"
}
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
#include "../../core/winrt/SDL_winrtapp_xaml.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_winrtevents_c.h"
#include "SDL_winrtgamebar_cpp.h"
#include "SDL_winrtmouse_c.h"
#include "SDL_main.h"
#include "SDL_system.h"
//#include "SDL_log.h"
/* Initialization/Query functions */
static int WINRT_VideoInit(_THIS);
static int WINRT_InitModes(_THIS);
static int WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode);
static void WINRT_VideoQuit(_THIS);
/* Window functions */
static int WINRT_CreateWindow(_THIS, SDL_Window * window);
static void WINRT_SetWindowSize(_THIS, SDL_Window * window);
static void WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
/* Misc functions */
static ABI::Windows::System::Display::IDisplayRequest * WINRT_CreateDisplayRequest(_THIS);
extern void WINRT_SuspendScreenSaver(_THIS);
/* SDL-internal globals: */
SDL_Window * WINRT_GlobalSDLWindow = NULL;
/* WinRT driver bootstrap functions */
static int
WINRT_Available(void)
{
return (1);
}
static void
WINRT_DeleteDevice(SDL_VideoDevice * device)
{
if (device->driverdata) {
SDL_VideoData * video_data = (SDL_VideoData *)device->driverdata;
if (video_data->winrtEglWindow) {
video_data->winrtEglWindow->Release();
}
SDL_free(video_data);
}
SDL_free(device);
}
static SDL_VideoDevice *
WINRT_CreateDevice(int devindex)
{
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) {
SDL_OutOfMemory();
return (0);
}
data = (SDL_VideoData *) SDL_calloc(1, sizeof(SDL_VideoData));
if (!data) {
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;
#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_Available, WINRT_CreateDevice
};
int
WINRT_VideoInit(_THIS)
{
SDL_VideoData * driverdata = (SDL_VideoData *) _this->driverdata;
if (WINRT_InitModes(_this) < 0) {
return -1;
}
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 = dxgiMode->RefreshRate.Numerator / dxgiMode->RefreshRate.Denominator;
sdlMode->format = D3D11_DXGIFormatToSDLPixelFormat(dxgiMode->Format);
}
static int
WINRT_AddDisplaysForOutput (_THIS, IDXGIAdapter1 * dxgiAdapter1, int outputIndex)
{
HRESULT hr;
IDXGIOutput * dxgiOutput = NULL;
DXGI_OUTPUT_DESC dxgiOutputDesc;
SDL_VideoDisplay display;
char * displayName = NULL;
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 = "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;
mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */
display.desktop_mode = mode;
display.current_mode = mode;
if ( ! SDL_AddDisplayMode(&display, &mode)) {
goto done;
}
} else if (FAILED(hr)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGIOutput::FindClosestMatchingMode failed", hr);
goto done;
} else {
displayName = WIN_StringToUTF8(dxgiOutputDesc.DeviceName);
display.name = displayName;
WINRT_DXGIModeToSDLDisplayMode(&closestMatch, &display.desktop_mode);
display.current_mode = 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) {
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_AddDisplayMode(&display, &sdlMode);
}
}
if (SDL_AddVideoDisplay(&display) < 0) {
goto done;
}
functionResult = 0; /* 0 for Success! */
done:
if (dxgiModes) {
SDL_free(dxgiModes);
}
if (dxgiOutput) {
dxgiOutput->Release();
}
if (displayName) {
SDL_free(displayName);
}
return functionResult;
}
static int
WINRT_AddDisplaysForAdapter (_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 = "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 && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
mode.w = WINRT_DIPS_TO_PHYSICAL_PIXELS(appView->VisibleBounds.Width);
mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(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 = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Width);
mode.h = WINRT_DIPS_TO_PHYSICAL_PIXELS(coreWin->Bounds.Height);
#endif
mode.format = DXGI_FORMAT_B8G8R8A8_UNORM;
mode.refresh_rate = 0; /* Display mode is unknown, so just fill in zero, as specified by SDL's header files */
display.desktop_mode = mode;
display.current_mode = mode;
if ((SDL_AddDisplayMode(&display, &mode) < 0) ||
(SDL_AddVideoDisplay(&display) < 0))
{
return SDL_SetError("Failed to apply DXGI Display-detection workaround");
}
}
break;
}
}
dxgiAdapter1->Release();
return 0;
}
int
WINRT_InitModes(_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(IID_IDXGIFactory2, (void **)&dxgiFactory2);
if (FAILED(hr)) {
WIN_SetErrorFromHRESULT(__FUNCTION__ ", CreateDXGIFactory1() failed", hr);
return -1;
}
for (int adapterIndex = 0; ; ++adapterIndex) {
if (WINRT_AddDisplaysForAdapter(_this, dxgiFactory2, adapterIndex) < 0) {
break;
}
}
return 0;
}
static int
WINRT_SetDisplayMode(_THIS, SDL_VideoDisplay * display, SDL_DisplayMode * mode)
{
return 0;
}
void
WINRT_VideoQuit(_THIS)
{
SDL_VideoData * driverdata = (SDL_VideoData *) _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_DESKTOP |
SDL_WINDOW_SHOWN |
SDL_WINDOW_HIDDEN |
SDL_WINDOW_MOUSE_FOCUS;
extern "C" Uint32
WINRT_DetectWindowFlags(SDL_Window * window)
{
Uint32 latestFlags = 0;
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
bool is_fullscreen = false;
#if SDL_WINRT_USE_APPLICATIONVIEW
if (data->appView) {
is_fullscreen = data->appView->IsFullScreen;
}
#elif (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION == NTDDI_WIN8)
is_fullscreen = true;
#endif
if (data->coreWindow.Get()) {
if (is_fullscreen) {
SDL_VideoDisplay * display = SDL_GetDisplayForWindow(window);
int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (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 (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP)
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_DESKTOP;
}
}
if (data->coreWindow->Visible) {
latestFlags |= SDL_WINDOW_SHOWN;
} else {
latestFlags |= SDL_WINDOW_HIDDEN;
}
#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (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);
if ((apply & mask) & SDL_WINDOW_FULLSCREEN) {
window->last_fullscreen_flags = window->flags; // seems necessary to programmatically un-fullscreen, via SDL APIs
}
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(_THIS, SDL_Window * window)
{
// Make sure that only one window gets created, at least until multimonitor
// support is added.
if (WINRT_GlobalSDLWindow != NULL) {
SDL_SetError("WinRT only supports one window");
return -1;
}
SDL_WindowData *data = new SDL_WindowData; /* use 'new' here as SDL_WindowData may use WinRT/C++ types */
if (!data) {
SDL_OutOfMemory();
return -1;
}
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;
#if 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 = (SDL_VideoData *)_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) {
char buf[512];
SDL_snprintf(buf, sizeof(buf), "SDL_EGL_ChooseConfig failed: %s", SDL_GetError());
return SDL_SetError("%s", buf);
}
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,
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;
#if 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_SHOWN;
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 = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
window->y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
#if NTDDI_VERSION < NTDDI_WIN10
/* On WinRT 8.x / pre-Win10, just use the size we were given. */
window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(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)) {
const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
WINRT_PHYSICAL_PIXELS_TO_DIPS(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 = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(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(_THIS, SDL_Window * window)
{
#if NTDDI_VERSION >= NTDDI_WIN10
SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
data->appView->TryResizeView(size); // TODO, WinRT: return failure (to caller?) from TryResizeView()
#endif
}
void
WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
{
#if NTDDI_VERSION >= NTDDI_WIN10
SDL_WindowData * data = (SDL_WindowData *)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(_THIS, SDL_Window * window)
{
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
if (WINRT_GlobalSDLWindow == window) {
WINRT_GlobalSDLWindow = NULL;
}
if (data) {
// Delete the internal window data:
delete data;
data = NULL;
window->driverdata = NULL;
}
}
SDL_bool
WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info)
{
SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
if (info->version.major <= SDL_MAJOR_VERSION) {
info->subsystem = SDL_SYSWM_WINRT;
info->info.winrt.window = reinterpret_cast<IInspectable *>(data->coreWindow.Get());
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
return SDL_FALSE;
}
static ABI::Windows::System::Display::IDisplayRequest *
WINRT_CreateDisplayRequest(_THIS)
{
/* Setup a WinRT DisplayRequest object, usable for enabling/disabling screensaver requests */
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)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(IID_IDisplayRequest, (void **) &pDisplayRequest);
if (FAILED(hr)) {
goto done;
}
done:
if (pDisplayRequestRaw) {
pDisplayRequestRaw->Release();
}
if (pActivationFactory) {
pActivationFactory->Release();
}
if (hClassName) {
::WindowsDeleteString(hClassName);
}
return pDisplayRequest;
}
void
WINRT_SuspendScreenSaver(_THIS)
{
SDL_VideoData *driverdata = (SDL_VideoData *)_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();
}
}
}
#endif /* SDL_VIDEO_DRIVER_WINRT */
/* vi: set ts=4 sw=4 expandtab: */
SDL_MINOR_VERSION
#define SDL_MINOR_VERSION
Definition: SDL_version.h:61
SDL_GetError
#define SDL_GetError
Definition: SDL_dynapi_overrides.h:113
WINRT_UpdateWindowFlags
void WINRT_UpdateWindowFlags(SDL_Window *window, Uint32 mask)
SDL_TRUE
Definition: SDL_stdinc.h:142
SDL_SetKeyboardFocus
void SDL_SetKeyboardFocus(SDL_Window *window)
Definition: SDL_keyboard.c:630
SDL_WINDOW_MOUSE_FOCUS
Definition: SDL_video.h:110
SDL_Window::w
int w
Definition: SDL_sysvideo.h:80
EGL_NO_SURFACE
#define EGL_NO_SURFACE
Definition: egl.h:100
SDL_DisplayMode::w
int w
Definition: SDL_video.h:56
SDL_MAJOR_VERSION
#define SDL_MAJOR_VERSION
Definition: SDL_version.h:60
SDL_VideoDevice::IsScreenKeyboardShown
SDL_bool(* IsScreenKeyboardShown)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:294
SDL_Window::x
int x
Definition: SDL_sysvideo.h:79
SDL_WINRT_USE_APPLICATIONVIEW
#define SDL_WINRT_USE_APPLICATIONVIEW
Definition: SDL_winrtvideo_cpp.h:35
SDL_VideoData::display
struct wl_display * display
Definition: SDL_waylandvideo.h:40
SDL_VideoDevice::free
void(* free)(_THIS)
Definition: SDL_sysvideo.h:390
SDL_VideoDisplay::name
char * name
Definition: SDL_sysvideo.h:127
SDL_FALSE
Definition: SDL_stdinc.h:141
h
GLfloat GLfloat GLfloat GLfloat h
Definition: SDL_opengl_glext.h:1946
WIN_SetErrorFromHRESULT
int WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr)
SDL_VideoDevice::driverdata
void * driverdata
Definition: SDL_sysvideo.h:377
SDL_VideoDevice::GL_SetSwapInterval
int(* GL_SetSwapInterval)(_THIS, int interval)
Definition: SDL_sysvideo.h:260
SDL_DisplayMode
The structure that defines a display mode.
Definition: SDL_video.h:53
SDL_SysWMinfo::version
SDL_version version
Definition: SDL_syswm.h:196
SDL_version::major
Uint8 major
Definition: SDL_version.h:53
WINRT_InitMouse
void WINRT_InitMouse(_THIS)
SDL_VideoDevice::SetWindowSize
void(* SetWindowSize)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:215
SDL_DisplayMode::refresh_rate
int refresh_rate
Definition: SDL_video.h:58
data
GLint GLenum GLsizei GLsizei GLsizei GLint GLsizei const GLvoid * data
Definition: SDL_opengl.h:1974
SDL_SysWMinfo::subsystem
SDL_SYSWM_TYPE subsystem
Definition: SDL_syswm.h:197
Foundation
SDL_SetMouseFocus
void SDL_SetMouseFocus(SDL_Window *window)
Definition: SDL_mouse.c:151
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:181
SDL_winrtvideo_cpp.h
SDL_WINDOW_HIDDEN
Definition: SDL_video.h:103
SDL_zerop
#define SDL_zerop(x)
Definition: SDL_stdinc.h:417
SDL_AddVideoDisplay
int SDL_AddVideoDisplay(const SDL_VideoDisplay *display)
Definition: SDL_video.c:606
SDL_winrtopengles.h
SDL_VideoDevice::GL_LoadLibrary
int(* GL_LoadLibrary)(_THIS, const char *path)
Definition: SDL_sysvideo.h:254
SDL_WINDOW_SHOWN
Definition: SDL_video.h:102
SDL_SYSWM_WINRT
Definition: SDL_syswm.h:126
SDL_VideoDevice::SetDisplayMode
int(* SetDisplayMode)(_THIS, SDL_VideoDisplay *display, SDL_DisplayMode *mode)
Definition: SDL_sysvideo.h:204
SDL_WindowData
Definition: SDL_androidwindow.h:35
_this
static SDL_VideoDevice * _this
Definition: SDL_video.c:121
device
static SDL_AudioDeviceID device
Definition: loopwave.c:37
FAILED
#define FAILED(x)
Definition: SDL_directx.h:54
SDL_video.h
WINRT_bootstrap
VideoBootStrap WINRT_bootstrap
SDL_system.h
SDL_VideoDevice::GetWindowWMInfo
SDL_bool(* GetWindowWMInfo)(_THIS, SDL_Window *window, struct SDL_SysWMinfo *info)
Definition: SDL_sysvideo.h:247
SDL_VideoDevice::GL_CreateContext
SDL_GLContext(* GL_CreateContext)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:257
SDL_SysWMinfo
Definition: SDL_syswm.h:194
SDL_winrtmouse_c.h
_THIS
#define _THIS
Definition: SDL_alsa_audio.h:31
SDL_VideoDevice::GL_MakeCurrent
int(* GL_MakeCurrent)(_THIS, SDL_Window *window, SDL_GLContext context)
Definition: SDL_sysvideo.h:258
SDL_free
#define SDL_free
Definition: SDL_dynapi_overrides.h:377
WINRT_InitTouch
void WINRT_InitTouch(_THIS)
SDL_VideoData::HRESULT
HRESULT(WINAPI *GetDpiForMonitor)(HMONITOR hmonitor
SDL_mouse.h
VideoBootStrap
Definition: SDL_sysvideo.h:393
WINRT_PumpEvents
void WINRT_PumpEvents(_THIS)
done
int done
Definition: checkkeys.c:28
mask
GLenum GLint GLuint mask
Definition: SDL_opengl_glext.h:657
SDL_VideoData::displayRequest
IUnknown * displayRequest
Definition: SDL_winrtvideo_cpp.h:59
SDL_VideoDisplay::current_mode
SDL_DisplayMode current_mode
Definition: SDL_sysvideo.h:132
mode
GLenum mode
Definition: SDL_opengl_glext.h:1122
w
GLubyte GLubyte GLubyte GLubyte w
Definition: SDL_opengl_glext.h:731
SDL_VideoDevice::DestroyWindow
void(* DestroyWindow)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:234
WIN_StringToUTF8
#define WIN_StringToUTF8(S)
Definition: SDL_windows.h:46
SDL_zero
#define SDL_zero(x)
Definition: SDL_stdinc.h:416
SDL_DisplayMode::h
int h
Definition: SDL_video.h:57
WINRT_DetectWindowFlags
Uint32 WINRT_DetectWindowFlags(SDL_Window *window)
SDL_Window::y
int y
Definition: SDL_sysvideo.h:79
buf
GLenum GLuint GLenum GLsizei const GLchar * buf
Definition: SDL_opengl_glext.h:2480
SDL_VideoDevice::HasScreenKeyboardSupport
SDL_bool(* HasScreenKeyboardSupport)(_THIS)
Definition: SDL_sysvideo.h:291
size
GLsizeiptr size
Definition: SDL_opengl_glext.h:537
WINRT_GlobalSDLWindow
SDL_Window * WINRT_GlobalSDLWindow
SDL_VideoDisplay
Definition: SDL_sysvideo.h:125
SDL_Window::h
int h
Definition: SDL_sysvideo.h:80
SDL_VideoDevice::GL_UnloadLibrary
void(* GL_UnloadLibrary)(_THIS)
Definition: SDL_sysvideo.h:256
SDL_VideoData::UINT
UINT
Definition: SDL_windowsvideo.h:135
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
SDL_VideoData::devindex
int devindex
Definition: SDL_kmsdrmvideo.h:41
SDL_SysWMinfo::window
Window window
Definition: SDL_syswm.h:218
SDL_winrtgamebar_cpp.h
SDL_main.h
NULL
#define NULL
Definition: begin_code.h:164
SDL_VideoDevice::CreateSDLWindow
int(* CreateSDLWindow)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:210
SDL_OutOfMemory
#define SDL_OutOfMemory()
Definition: SDL_error.h:52
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:139
SDL_VideoDisplay::desktop_mode
SDL_DisplayMode desktop_mode
Definition: SDL_sysvideo.h:131
SDL_WINDOW_RESIZABLE
Definition: SDL_video.h:105
SDL_VideoDevice::VideoQuit
void(* VideoQuit)(_THIS)
Definition: SDL_sysvideo.h:166
SDL_Window::last_fullscreen_flags
Uint32 last_fullscreen_flags
Definition: SDL_sysvideo.h:84
SDL_WINDOW_BORDERLESS
Definition: SDL_video.h:104
SDL_SetError
#define SDL_SetError
Definition: SDL_dynapi_overrides.h:30
SDL_calloc
#define SDL_calloc
Definition: SDL_dynapi_overrides.h:375
SDL_GetDisplayForWindow
SDL_VideoDisplay * SDL_GetDisplayForWindow(SDL_Window *window)
Definition: SDL_video.c:1073
window
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
SDL_VideoDevice::GL_SwapWindow
int(* GL_SwapWindow)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:262
SDL_VideoDevice::ShowScreenKeyboard
void(* ShowScreenKeyboard)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:292
SDL_Window
The type used to identify a window.
Definition: SDL_sysvideo.h:73
SDL_WINDOW_MAXIMIZED
Definition: SDL_video.h:107
WINRT_XAMLWasEnabled
SDL_bool WINRT_XAMLWasEnabled
Definition: SDL_winrtapp_xaml.cpp:42
SDL_WINDOW_FULLSCREEN
Definition: SDL_video.h:100
SDL_VideoDevice
Definition: SDL_sysvideo.h:147
SDL_VideoData
Definition: SDL_androidvideo.h:35
WINRT_QuitMouse
void WINRT_QuitMouse(_THIS)
SDL_AddDisplayMode
SDL_bool SDL_AddDisplayMode(SDL_VideoDisplay *display, const SDL_DisplayMode *mode)
Definition: SDL_video.c:743
SDL_VideoData::winrtEglWindow
IUnknown * winrtEglWindow
Definition: SDL_winrtvideo_cpp.h:48
Core
SDL_VideoDevice::VideoInit
int(* VideoInit)(_THIS)
Definition: SDL_sysvideo.h:160
Display
SDL_snprintf
#define SDL_snprintf
Definition: SDL_dynapi_overrides.h:40
SDL_VideoDevice::suspend_screensaver
SDL_bool suspend_screensaver
Definition: SDL_sysvideo.h:310
SDL_SysWMinfo::info
union SDL_SysWMinfo::@18 info
SDL_VideoDevice::SetWindowFullscreen
void(* SetWindowFullscreen)(_THIS, SDL_Window *window, SDL_VideoDisplay *display, SDL_bool fullscreen)
Definition: SDL_sysvideo.h:230
SDL_WINDOW_OPENGL
Definition: SDL_video.h:101
SDL_Window::driverdata
void * driverdata
Definition: SDL_sysvideo.h:111
SDL_VideoDevice::GL_DeleteContext
void(* GL_DeleteContext)(_THIS, SDL_GLContext context)
Definition: SDL_sysvideo.h:263
SDL_DisplayMode::format
Uint32 format
Definition: SDL_video.h:55
SDL_VideoDevice::GL_GetSwapInterval
int(* GL_GetSwapInterval)(_THIS)
Definition: SDL_sysvideo.h:261
SDL_Window::flags
Uint32 flags
Definition: SDL_sysvideo.h:83
SDL_VideoDevice::SuspendScreenSaver
void(* SuspendScreenSaver)(_THIS)
Definition: SDL_sysvideo.h:283
SDL_syswm.h
SDL_VideoDevice::GL_GetProcAddress
void *(* GL_GetProcAddress)(_THIS, const char *proc)
Definition: SDL_sysvideo.h:255
SDL_WINDOW_FULLSCREEN_DESKTOP
Definition: SDL_video.h:111
SDL_WindowData::egl_surface
EGLSurface egl_surface
Definition: SDL_androidwindow.h:37
SDL_winrtevents_c.h
SDL_VideoDevice::PumpEvents
void(* PumpEvents)(_THIS)
Definition: SDL_sysvideo.h:280
Core
SDL_VideoDevice::HideScreenKeyboard
void(* HideScreenKeyboard)(_THIS, SDL_Window *window)
Definition: SDL_sysvideo.h:293