mirror of
https://github.com/Ryujinx/SDL.git
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0e45984fa0
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly uninitialized data structure if loading the library first failed. A later try to use EGL then skipped initialization and assumed it was previously successful because the data structure now already existed. This led to at least one crash in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was dereferenced to make a call to eglBindAPI().
166 lines
5.1 KiB
C++
166 lines
5.1 KiB
C++
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_DRIVER_WINRT
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/*
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* Windows includes:
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*/
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#include <Windows.h>
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using namespace Windows::UI::Core;
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using Windows::UI::Core::CoreCursor;
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/*
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* SDL includes:
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*/
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extern "C" {
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#include "SDL_assert.h"
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#include "../../events/SDL_mouse_c.h"
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#include "../../events/SDL_touch_c.h"
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#include "../SDL_sysvideo.h"
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#include "SDL_events.h"
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#include "SDL_log.h"
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}
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#include "../../core/winrt/SDL_winrtapp_direct3d.h"
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#include "SDL_winrtvideo_cpp.h"
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#include "SDL_winrtmouse_c.h"
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extern "C" SDL_bool WINRT_UsingRelativeMouseMode = SDL_FALSE;
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static SDL_Cursor *
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WINRT_CreateSystemCursor(SDL_SystemCursor id)
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{
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SDL_Cursor *cursor;
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CoreCursorType cursorType = CoreCursorType::Arrow;
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switch(id)
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{
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default:
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SDL_assert(0);
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return NULL;
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case SDL_SYSTEM_CURSOR_ARROW: cursorType = CoreCursorType::Arrow; break;
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case SDL_SYSTEM_CURSOR_IBEAM: cursorType = CoreCursorType::IBeam; break;
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case SDL_SYSTEM_CURSOR_WAIT: cursorType = CoreCursorType::Wait; break;
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case SDL_SYSTEM_CURSOR_CROSSHAIR: cursorType = CoreCursorType::Cross; break;
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case SDL_SYSTEM_CURSOR_WAITARROW: cursorType = CoreCursorType::Wait; break;
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case SDL_SYSTEM_CURSOR_SIZENWSE: cursorType = CoreCursorType::SizeNorthwestSoutheast; break;
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case SDL_SYSTEM_CURSOR_SIZENESW: cursorType = CoreCursorType::SizeNortheastSouthwest; break;
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case SDL_SYSTEM_CURSOR_SIZEWE: cursorType = CoreCursorType::SizeWestEast; break;
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case SDL_SYSTEM_CURSOR_SIZENS: cursorType = CoreCursorType::SizeNorthSouth; break;
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case SDL_SYSTEM_CURSOR_SIZEALL: cursorType = CoreCursorType::SizeAll; break;
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case SDL_SYSTEM_CURSOR_NO: cursorType = CoreCursorType::UniversalNo; break;
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case SDL_SYSTEM_CURSOR_HAND: cursorType = CoreCursorType::Hand; break;
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}
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cursor = (SDL_Cursor *) SDL_calloc(1, sizeof(*cursor));
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if (cursor) {
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/* Create a pointer to a COM reference to a cursor. The extra
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pointer is used (on top of the COM reference) to allow the cursor
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to be referenced by the SDL_cursor's driverdata field, which is
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a void pointer.
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*/
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CoreCursor ^* theCursor = new CoreCursor^(nullptr);
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*theCursor = ref new CoreCursor(cursorType, 0);
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cursor->driverdata = (void *) theCursor;
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} else {
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SDL_OutOfMemory();
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}
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return cursor;
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}
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static SDL_Cursor *
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WINRT_CreateDefaultCursor()
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{
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return WINRT_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
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}
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static void
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WINRT_FreeCursor(SDL_Cursor * cursor)
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{
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if (cursor->driverdata) {
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CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
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*theCursor = nullptr; // Release the COM reference to the CoreCursor
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delete theCursor; // Delete the pointer to the COM reference
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}
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SDL_free(cursor);
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}
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static int
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WINRT_ShowCursor(SDL_Cursor * cursor)
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{
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// TODO, WinRT, XAML: make WINRT_ShowCursor work when XAML support is enabled.
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if ( ! CoreWindow::GetForCurrentThread()) {
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return 0;
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}
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if (cursor) {
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CoreCursor ^* theCursor = (CoreCursor ^*) cursor->driverdata;
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CoreWindow::GetForCurrentThread()->PointerCursor = *theCursor;
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} else {
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CoreWindow::GetForCurrentThread()->PointerCursor = nullptr;
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}
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return 0;
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}
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static int
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WINRT_SetRelativeMouseMode(SDL_bool enabled)
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{
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WINRT_UsingRelativeMouseMode = enabled;
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return 0;
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}
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void
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WINRT_InitMouse(_THIS)
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{
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SDL_Mouse *mouse = SDL_GetMouse();
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/* DLudwig, Dec 3, 2012: WinRT does not currently provide APIs for
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the following features, AFAIK:
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- custom cursors (multiple system cursors are, however, available)
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- programmatically moveable cursors
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*/
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#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
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//mouse->CreateCursor = WINRT_CreateCursor;
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mouse->CreateSystemCursor = WINRT_CreateSystemCursor;
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mouse->ShowCursor = WINRT_ShowCursor;
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mouse->FreeCursor = WINRT_FreeCursor;
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//mouse->WarpMouse = WINRT_WarpMouse;
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mouse->SetRelativeMouseMode = WINRT_SetRelativeMouseMode;
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SDL_SetDefaultCursor(WINRT_CreateDefaultCursor());
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#endif
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}
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void
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WINRT_QuitMouse(_THIS)
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{
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}
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#endif /* SDL_VIDEO_DRIVER_WINRT */
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/* vi: set ts=4 sw=4 expandtab: */
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