src/video/winrt/SDL_winrtpointerinput.cpp
changeset 8515 bc6cf9201dab
child 8516 f3e0e381bdcd
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/winrt/SDL_winrtpointerinput.cpp	Mon Sep 02 15:23:33 2013 -0400
@@ -0,0 +1,372 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2012 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_config.h"
+
+#if SDL_VIDEO_DRIVER_WINRT
+
+/* SDL includes */
+#include "SDL_winrtevents_c.h"
+#include "SDL_winrtmouse.h"
+#include "SDL_winrtvideo_cpp.h"
+#include "SDL_assert.h"
+#include "SDL_system.h"
+
+extern "C" {
+#include "../SDL_sysvideo.h"
+#include "../../events/SDL_events_c.h"
+#include "../../events/SDL_mouse_c.h"
+#include "../../events/SDL_touch_c.h"
+}
+
+/* File-specific globals: */
+static SDL_TouchID WINRT_TouchID = 1;
+static unsigned int WINRT_LeftFingerDown = 0;
+
+
+void
+WINRT_InitTouch(_THIS)
+{
+    SDL_AddTouch(WINRT_TouchID, "");
+}
+
+
+// Applies necessary geometric transformations to raw cursor positions:
+Windows::Foundation::Point
+WINRT_TransformCursorPosition(SDL_Window * window, Windows::Foundation::Point rawPosition)
+{
+    using namespace Windows::UI::Core;
+    using namespace Windows::Graphics::Display;
+
+    if (!window) {
+        return rawPosition;
+    }
+
+    SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
+    if (windowData->coreWindow == nullptr) {
+        // For some reason, the window isn't associated with a CoreWindow.
+        // This might end up being the case as XAML support is extended.
+        // For now, if there's no CoreWindow attached to the SDL_Window,
+        // don't do any transforms.
+        return rawPosition;
+    }
+
+    // The CoreWindow can only be accessed on certain thread(s).
+    SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
+
+    CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
+    Windows::Foundation::Point outputPosition;
+
+#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
+    outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
+    outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
+#else
+    switch (DisplayProperties::CurrentOrientation)
+    {
+        case DisplayOrientations::Portrait:
+            outputPosition.X = rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
+            outputPosition.Y = rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
+            break;
+        case DisplayOrientations::PortraitFlipped:
+            outputPosition.X = (float32)window->w - rawPosition.X * (((float32)window->w) / nativeWindow->Bounds.Width);
+            outputPosition.Y = (float32)window->h - rawPosition.Y * (((float32)window->h) / nativeWindow->Bounds.Height);
+            break;
+        case DisplayOrientations::Landscape:
+            outputPosition.X = rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
+            outputPosition.Y = (float32)window->h - rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
+            break;
+        case DisplayOrientations::LandscapeFlipped:
+            outputPosition.X = (float32)window->w - rawPosition.Y * (((float32)window->w) / nativeWindow->Bounds.Height);
+            outputPosition.Y = rawPosition.X * (((float32)window->h) / nativeWindow->Bounds.Width);
+            break;
+        default:
+            break;
+    }
+#endif
+
+    return outputPosition;
+}
+
+static inline int
+_lround(float arg)
+{
+    if (arg >= 0.0f) {
+        return (int)floor(arg + 0.5f);
+    } else {
+        return (int)ceil(arg - 0.5f);
+    }
+}
+
+void
+WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
+{
+    if (!window || !WINRT_UsingRelativeMouseMode) {
+        return;
+    }
+
+    // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
+    // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
+    // MouseDelta field often reports very large values.  More information
+    // on this can be found at the following pages on MSDN:
+    //  - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
+    //  - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
+    //
+    // The values do not appear to be as large when running on some systems,
+    // most notably a Surface RT.  Furthermore, the values returned by
+    // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
+    // method, do not ever appear to be large, even when MouseEventArgs'
+    // MouseDelta is reporting to the contrary.
+    //
+    // On systems with the large-values behavior, it appears that the values
+    // get reported as if the screen's size is 65536 units in both the X and Y
+    // dimensions.  This can be viewed by using Windows' now-private, "Raw Input"
+    // APIs.  (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
+    //
+    // MSDN's documentation on MouseEventArgs' MouseDelta field (at
+    // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
+    // does not seem to indicate (to me) that its values should be so large.  It
+    // says that its values should be a "change in screen location".  I could
+    // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see: 
+    // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
+    // indicates that these values are in DIPs, which is the same unit used
+    // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
+    // property.  See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
+    // for details.)
+    //
+    // To note, PointerMoved events are sent a 'RawPosition' value (via the
+    // CurrentPoint property in MouseEventArgs), however these do not seem
+    // to exhibit the same large-value behavior.
+    //
+    // The values passed via PointerMoved events can't always be used for relative
+    // mouse motion, unfortunately.  Its values are bound to the cursor's position,
+    // which stops when it hits one of the screen's edges.  This can be a problem in
+    // first person shooters, whereby it is normal for mouse motion to travel far
+    // along any one axis for a period of time.  MouseMoved events do not have the
+    // screen-bounding limitation, and can be used regardless of where the system's
+    // cursor is.
+    //
+    // One possible workaround would be to programmatically set the cursor's
+    // position to the screen's center (when SDL's relative mouse mode is enabled),
+    // however WinRT does not yet seem to have the ability to set the cursor's
+    // position via a public API.  Win32 did this via an API call, SetCursorPos,
+    // however WinRT makes this function be private.  Apps that use it won't get
+    // approved for distribution in the Windows Store.  I've yet to be able to find
+    // a suitable, store-friendly counterpart for WinRT.
+    //
+    // There may be some room for a workaround whereby OnPointerMoved's values
+    // are compared to the values from OnMouseMoved in order to detect
+    // when this bug is active.  A suitable transformation could then be made to
+    // OnMouseMoved's values.  For now, however, the system-reported values are sent
+    // to SDL with minimal transformation: from native screen coordinates (in DIPs)
+    // to SDL window coordinates.
+    //
+    const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
+    const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs);
+    SDL_SendMouseMotion(
+        window,
+        0,
+        1,
+        _lround(mouseDeltaInSDLWindowCoords.X),
+        _lround(mouseDeltaInSDLWindowCoords.Y));
+}
+
+Uint8
+WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
+{
+    using namespace Windows::UI::Input;
+
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+    return SDL_BUTTON_LEFT;
+#else
+    switch (pt->Properties->PointerUpdateKind)
+    {
+        case PointerUpdateKind::LeftButtonPressed:
+        case PointerUpdateKind::LeftButtonReleased:
+            return SDL_BUTTON_LEFT;
+
+        case PointerUpdateKind::RightButtonPressed:
+        case PointerUpdateKind::RightButtonReleased:
+            return SDL_BUTTON_RIGHT;
+
+        case PointerUpdateKind::MiddleButtonPressed:
+        case PointerUpdateKind::MiddleButtonReleased:
+            return SDL_BUTTON_MIDDLE;
+
+        case PointerUpdateKind::XButton1Pressed:
+        case PointerUpdateKind::XButton1Released:
+            return SDL_BUTTON_X1;
+
+        case PointerUpdateKind::XButton2Pressed:
+        case PointerUpdateKind::XButton2Released:
+            return SDL_BUTTON_X2;
+
+        default:
+            break;
+    }
+#endif
+
+    return 0;
+}
+
+//const char *
+//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
+//{
+//    using namespace Windows::UI::Input;
+//
+//    switch (kind)
+//    {
+//        case PointerUpdateKind::Other:
+//            return "Other";
+//        case PointerUpdateKind::LeftButtonPressed:
+//            return "LeftButtonPressed";
+//        case PointerUpdateKind::LeftButtonReleased:
+//            return "LeftButtonReleased";
+//        case PointerUpdateKind::RightButtonPressed:
+//            return "RightButtonPressed";
+//        case PointerUpdateKind::RightButtonReleased:
+//            return "RightButtonReleased";
+//        case PointerUpdateKind::MiddleButtonPressed:
+//            return "MiddleButtonPressed";
+//        case PointerUpdateKind::MiddleButtonReleased:
+//            return "MiddleButtonReleased";
+//        case PointerUpdateKind::XButton1Pressed:
+//            return "XButton1Pressed";
+//        case PointerUpdateKind::XButton1Released:
+//            return "XButton1Released";
+//        case PointerUpdateKind::XButton2Pressed:
+//            return "XButton2Pressed";
+//        case PointerUpdateKind::XButton2Released:
+//            return "XButton2Released";
+//    }
+//
+//    return "";
+//}
+
+static bool
+WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
+{
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+    return true;
+#else
+    using namespace Windows::Devices::Input;
+    switch (pointerPoint->PointerDevice->PointerDeviceType) {
+        case PointerDeviceType::Touch:
+        case PointerDeviceType::Pen:
+            return true;
+        default:
+            return false;
+    }
+#endif
+}
+
+void
+WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
+{
+    if (!window || WINRT_UsingRelativeMouseMode) {
+        return;
+    }
+
+    Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
+
+    if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
+        SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
+    }
+
+    if (WINRT_IsTouchEvent(pointerPoint)) {
+        SDL_SendTouchMotion(
+            WINRT_TouchID,
+            (SDL_FingerID) pointerPoint->PointerId,
+            transformedPoint.X,
+            transformedPoint.Y,
+            pointerPoint->Properties->Pressure);
+    }
+}
+
+void
+WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
+{
+    if (!window) {
+        return;
+    }
+
+    // FIXME: This may need to accumulate deltas up to WHEEL_DELTA
+    short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
+    SDL_SendMouseWheel(window, 0, 0, motion);
+}
+
+void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
+{
+    if (!window) {
+        return;
+    }
+
+    Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
+
+    if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
+        Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
+        if (button) {
+            SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
+        }
+        WINRT_LeftFingerDown = 0;
+    }
+
+    if (WINRT_IsTouchEvent(pointerPoint)) {
+        SDL_SendTouch(
+            WINRT_TouchID,
+            (SDL_FingerID) pointerPoint->PointerId,
+            SDL_FALSE,
+            transformedPoint.X,
+            transformedPoint.Y,
+            pointerPoint->Properties->Pressure);
+    }
+}
+
+void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
+{
+    if (!window) {
+        return;
+    }
+
+    Windows::Foundation::Point transformedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position);
+
+    if (!WINRT_LeftFingerDown) {
+        Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
+        if (button) {
+#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
+            SDL_SendMouseMotion(window, 0, 0, (int)transformedPoint.X, (int)transformedPoint.Y);
+#endif
+            SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
+        }
+
+        WINRT_LeftFingerDown = pointerPoint->PointerId;
+    }
+
+    if (WINRT_IsTouchEvent(pointerPoint)) {
+        SDL_SendTouch(
+            WINRT_TouchID,
+            (SDL_FingerID) pointerPoint->PointerId,
+            SDL_TRUE,
+            transformedPoint.X,
+            transformedPoint.Y,
+            pointerPoint->Properties->Pressure);
+    }
+}
+
+#endif // SDL_VIDEO_DRIVER_WINRT