src/core/winrt/SDL_winrtapp_direct3d.h
author David Ludwig <dludwig@pobox.com>
Mon, 11 Apr 2016 00:22:39 -0400
changeset 10144 aa9904a56acf
parent 9998 f67cf37e9cd4
permissions -rw-r--r--
WinRT: bug hack-fix - gamepad detection was failing on Xbox One Win10's 'GamepadAdded' event seems to need to have something registered with it in order for Xinput-based gamepad detection to work. This 'fix' simply causes a dummy event-handler to be added for this event, in case an app wants to use gamepads on Xbox One (most likely).

/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2016 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 <Windows.h>

extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));

ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
    SDL_WinRTApp();
    
    // IFrameworkView Methods.
    virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
    virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
    virtual void Load(Platform::String^ entryPoint);
    virtual void Run();
    virtual void Uninitialize();

internal:
    // SDL-specific methods
    void PumpEvents();

protected:
    bool ShouldWaitForAppResumeEvents();

    // Event Handlers.

#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)  // for Windows 8/8.1/RT apps... (and not Phone apps)
    void OnSettingsPaneCommandsRequested(
        Windows::UI::ApplicationSettings::SettingsPane ^p,
        Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args);
#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)

#if NTDDI_VERSION > NTDDI_WIN8
    void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
#else
    void OnOrientationChanged(Platform::Object^ sender);
#endif
    void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
    void OnLogicalDpiChanged(Platform::Object^ sender);
    void OnAppActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
    void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
    void OnResuming(Platform::Object^ sender, Platform::Object^ args);
    void OnExiting(Platform::Object^ sender, Platform::Object^ args);
    void OnWindowActivated(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowActivatedEventArgs^ args);
    void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
    void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
    void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    void OnPointerEntered(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    void OnPointerExited(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
    void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
    void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
    void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
    void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);

#if NTDDI_VERSION >= NTDDI_WIN10
    void OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
    void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
#endif

#if NTDDI_VERSION >= NTDDI_WIN10
    void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
#endif

private:
    bool m_windowClosed;
    bool m_windowVisible;
};

extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;