WinRT: code cleanup: attempted to make it more clear what code is specific to what app type (plain Direct3D or XAML)

This commit is contained in:
David Ludwig 2013-09-06 21:13:15 -04:00
parent de8d9dbb93
commit 34722465d1
11 changed files with 204 additions and 204 deletions

View File

@ -197,8 +197,8 @@
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
@ -269,7 +269,13 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp.cpp">
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
@ -281,12 +287,6 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />

View File

@ -321,24 +321,24 @@
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_winrt.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -581,9 +581,6 @@
<ClCompile Include="..\..\src\stdlib\SDL_malloc.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtpaths.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -599,10 +596,13 @@
<ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>

View File

@ -47,7 +47,15 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp.cpp">
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
@ -63,14 +71,6 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
@ -244,8 +244,8 @@
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />

View File

@ -258,9 +258,6 @@
<ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtpaths.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -273,7 +270,10 @@
<ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtxaml.cpp">
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
@ -593,21 +593,21 @@
<ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtxaml_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\include\SDL_config_winrt.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Header Files">

View File

@ -38,7 +38,7 @@ extern "C" {
#include "../../video/winrt/SDL_winrtevents_c.h"
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
#include "SDL_winrtapp.h"
#include "SDL_winrtapp_direct3d.h"
// Compile-time debugging options:

View File

@ -32,7 +32,7 @@
#include "SDL.h"
#include "../../video/winrt/SDL_winrtevents_c.h"
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
#include "SDL_winrtxaml_cpp.h"
#include "SDL_winrtapp_xaml.h"
@ -51,28 +51,28 @@ static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
static void
WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
static void
WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
static void
WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
static void
WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
static void
WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
@ -128,7 +128,7 @@ SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int,
swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
// Setup for rendering:
IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));

View File

@ -20,8 +20,8 @@
*/
#include "SDL_config.h"
#ifndef _SDL_winrtxaml_h
#define _SDL_winrtxaml_h
#ifndef _SDL_winrtapp_xaml_h
#define _SDL_winrtapp_xaml_h
#include "SDL_types.h"
@ -30,4 +30,4 @@ extern SDL_bool WINRT_XAMLWasEnabled;
extern int (*WINRT_XAMLAppMainFunction)(int, char **);
#endif // ifdef __cplusplus
#endif // ifndef _SDL_winrtxaml_h
#endif // ifndef _SDL_winrtapp_xaml_h

View File

@ -33,8 +33,8 @@ using Windows::UI::Core::CoreCursor;
* SDL includes:
*/
#include "SDL_winrtevents_c.h"
#include "../../core/winrt/SDL_winrtapp.h"
#include "../../core/winrt/SDL_winrtxaml_cpp.h"
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
#include "../../core/winrt/SDL_winrtapp_xaml.h"
#include "SDL_assert.h"
#include "SDL_system.h"

View File

@ -42,7 +42,7 @@ extern "C" {
#include "SDL_log.h"
}
#include "../../core/winrt/SDL_winrtapp.h"
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_winrtmouse_c.h"

View File

@ -44,8 +44,8 @@ extern "C" {
#include "SDL_syswm.h"
}
#include "../../core/winrt/SDL_winrtapp.h"
#include "../../core/winrt/SDL_winrtxaml_cpp.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_winrtmouse_c.h"
@ -61,7 +61,7 @@ static void WINRT_VideoQuit(_THIS);
/* Window functions */
static int WINRT_CreateWindow(_THIS, SDL_Window * window);
static int WINRT_CreateWindow(_THIS, SDL_Window * window);
static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
@ -131,76 +131,76 @@ WINRT_VideoInit(_THIS)
}
WINRT_InitMouse(_this);
WINRT_InitTouch(_this);
return 0;
}
SDL_DisplayMode
WINRT_CalcDisplayModeUsingNativeWindow()
{
using namespace Windows::Graphics::Display;
// Create an empty, zeroed-out display mode:
SDL_DisplayMode mode;
SDL_zero(mode);
// Go no further if a native window cannot be accessed. This can happen,
// for example, if this function is called from certain threads, such as
// the SDL/XAML thread.
if (!CoreWindow::GetForCurrentThread()) {
return mode;
}
// Fill in most fields:
mode.format = SDL_PIXELFORMAT_RGB888;
mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
mode.driverdata = (void *) DisplayProperties::CurrentOrientation;
// Calculate the display size given the window size, taking into account
// the current display's DPI:
const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
const float dipsPerInch = 96.0f;
mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// On Windows Phone, the native window's size is always in portrait,
// regardless of the device's orientation. This is in contrast to
// Windows 8/RT, which will resize the native window as the device's
// orientation changes. In order to compensate for this behavior,
// on Windows Phone, the mode's width and height will be swapped when
// the device is in a landscape (non-portrait) mode.
switch (DisplayProperties::CurrentOrientation) {
case DisplayOrientations::Landscape:
case DisplayOrientations::LandscapeFlipped:
{
const int tmp = mode.h;
mode.h = mode.w;
mode.w = tmp;
break;
}
default:
break;
}
// Attach the mode to te
#endif
return mode;
}
SDL_DisplayMode
WINRT_CalcDisplayModeUsingNativeWindow()
{
using namespace Windows::Graphics::Display;
// Create an empty, zeroed-out display mode:
SDL_DisplayMode mode;
SDL_zero(mode);
// Go no further if a native window cannot be accessed. This can happen,
// for example, if this function is called from certain threads, such as
// the SDL/XAML thread.
if (!CoreWindow::GetForCurrentThread()) {
return mode;
}
// Fill in most fields:
mode.format = SDL_PIXELFORMAT_RGB888;
mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
mode.driverdata = (void *) DisplayProperties::CurrentOrientation;
// Calculate the display size given the window size, taking into account
// the current display's DPI:
const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
const float dipsPerInch = 96.0f;
mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// On Windows Phone, the native window's size is always in portrait,
// regardless of the device's orientation. This is in contrast to
// Windows 8/RT, which will resize the native window as the device's
// orientation changes. In order to compensate for this behavior,
// on Windows Phone, the mode's width and height will be swapped when
// the device is in a landscape (non-portrait) mode.
switch (DisplayProperties::CurrentOrientation) {
case DisplayOrientations::Landscape:
case DisplayOrientations::LandscapeFlipped:
{
const int tmp = mode.h;
mode.h = mode.w;
mode.w = tmp;
break;
}
default:
break;
}
// Attach the mode to te
#endif
return mode;
}
int
WINRT_InitModes(_THIS)
{
// Retrieve the display mode:
SDL_DisplayMode mode = WINRT_CalcDisplayModeUsingNativeWindow();
if (mode.w == 0 || mode.h == 0) {
return SDL_SetError("Unable to calculate the WinRT window/display's size");
}
if (SDL_AddBasicVideoDisplay(&mode) < 0) {
return -1;
SDL_DisplayMode mode = WINRT_CalcDisplayModeUsingNativeWindow();
if (mode.w == 0 || mode.h == 0) {
return SDL_SetError("Unable to calculate the WinRT window/display's size");
}
if (SDL_AddBasicVideoDisplay(&mode) < 0) {
return -1;
}
SDL_AddDisplayMode(&_this->displays[0], &mode);
@ -219,64 +219,64 @@ WINRT_VideoQuit(_THIS)
WINRT_QuitMouse(_this);
}
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;
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();
}
/* Make sure the window is considered to be positioned at {0,0},
and is considered fullscreen, shown, and the like.
*/
window->x = 0;
window->y = 0;
window->flags =
SDL_WINDOW_FULLSCREEN |
SDL_WINDOW_SHOWN |
SDL_WINDOW_BORDERLESS |
SDL_WINDOW_MAXIMIZED |
SDL_WINDOW_INPUT_GRABBED;
/* WinRT does not, as of this writing, appear to support app-adjustable
window sizes. Set the window size to whatever the native WinRT
CoreWindow is set at.
TODO, WinRT: if and when non-fullscreen XAML control support is added to SDL, consider making those resizable via SDL_Window's interfaces.
*/
window->w = _this->displays[0].current_mode.w;
window->h = _this->displays[0].current_mode.h;
/* Make sure the WinRT app's IFramworkView can post events on
behalf of SDL:
*/
WINRT_GlobalSDLWindow = window;
/* All done! */
return 0;
}
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;
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();
}
/* Make sure the window is considered to be positioned at {0,0},
and is considered fullscreen, shown, and the like.
*/
window->x = 0;
window->y = 0;
window->flags =
SDL_WINDOW_FULLSCREEN |
SDL_WINDOW_SHOWN |
SDL_WINDOW_BORDERLESS |
SDL_WINDOW_MAXIMIZED |
SDL_WINDOW_INPUT_GRABBED;
/* WinRT does not, as of this writing, appear to support app-adjustable
window sizes. Set the window size to whatever the native WinRT
CoreWindow is set at.
TODO, WinRT: if and when non-fullscreen XAML control support is added to SDL, consider making those resizable via SDL_Window's interfaces.
*/
window->w = _this->displays[0].current_mode.w;
window->h = _this->displays[0].current_mode.h;
/* Make sure the WinRT app's IFramworkView can post events on
behalf of SDL:
*/
WINRT_GlobalSDLWindow = window;
/* All done! */
return 0;
}
void
WINRT_DestroyWindow(_THIS, SDL_Window * window)
{
@ -293,21 +293,21 @@ WINRT_DestroyWindow(_THIS, SDL_Window * window)
}
}
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<IUnknown *>(data->coreWindow.Get());
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
return SDL_FALSE;
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<IUnknown *>(data->coreWindow.Get());
return SDL_TRUE;
} else {
SDL_SetError("Application not compiled with SDL %d.%d\n",
SDL_MAJOR_VERSION, SDL_MINOR_VERSION);
return SDL_FALSE;
}
return SDL_FALSE;
}
#endif /* SDL_VIDEO_DRIVER_WINRT */