WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions. An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.
This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
--- a/src/core/winrt/SDL_winrtapp_direct3d.cpp Tue Nov 25 22:37:12 2014 +0100
+++ b/src/core/winrt/SDL_winrtapp_direct3d.cpp Wed Nov 26 21:34:15 2014 -0500
@@ -365,6 +365,9 @@
window->KeyUp +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);
+ window->CharacterReceived +=
+ ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);
+
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
HardwareButtons::BackPressed +=
ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
@@ -703,6 +706,11 @@
WINRT_ProcessKeyUpEvent(args);
}
+void SDL_WinRTApp::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
+{
+ WINRT_ProcessCharacterReceivedEvent(args);
+}
+
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
{
--- a/src/core/winrt/SDL_winrtapp_direct3d.h Tue Nov 25 22:37:12 2014 +0100
+++ b/src/core/winrt/SDL_winrtapp_direct3d.h Wed Nov 26 21:34:15 2014 -0500
@@ -69,6 +69,7 @@
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 WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
--- a/src/video/winrt/SDL_winrtevents_c.h Tue Nov 25 22:37:12 2014 +0100
+++ b/src/video/winrt/SDL_winrtevents_c.h Wed Nov 26 21:34:15 2014 -0500
@@ -63,6 +63,7 @@
/* Keyboard */
extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
+extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args);
/* XAML Thread Management */
extern void WINRT_CycleXAMLThread();
--- a/src/video/winrt/SDL_winrtkeyboard.cpp Tue Nov 25 22:37:12 2014 +0100
+++ b/src/video/winrt/SDL_winrtkeyboard.cpp Wed Nov 26 21:34:15 2014 -0500
@@ -365,4 +365,22 @@
SDL_SendKeyboardKey(SDL_RELEASED, sdlScancode);
}
+void
+WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args)
+{
+ wchar_t src_ucs2[2];
+ char dest_utf8[16];
+ int result;
+
+ /* Setup src */
+ src_ucs2[0] = args->KeyCode;
+ src_ucs2[1] = L'\0';
+
+ /* Convert the text, then send an SDL_TEXTINPUT event. */
+ result = WideCharToMultiByte(CP_UTF8, 0, (LPCWSTR)&src_ucs2, -1, (LPSTR)dest_utf8, sizeof(dest_utf8), NULL, NULL);
+ if (result > 0) {
+ SDL_SendKeyboardText(dest_utf8);
+ }
+}
+
#endif // SDL_VIDEO_DRIVER_WINRT