SDL 2.0
SDL_winrtpointerinput.cpp
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1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2019 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21#include "../../SDL_internal.h"
22
23#if SDL_VIDEO_DRIVER_WINRT
24
25/* SDL includes */
26#include "SDL_winrtevents_c.h"
27#include "SDL_winrtmouse_c.h"
28#include "SDL_winrtvideo_cpp.h"
29#include "SDL_assert.h"
30#include "SDL_system.h"
31
32extern "C" {
33#include "../SDL_sysvideo.h"
34#include "../../events/SDL_events_c.h"
35#include "../../events/SDL_mouse_c.h"
36#include "../../events/SDL_touch_c.h"
37}
38
39/* File-specific globals: */
40static SDL_TouchID WINRT_TouchID = 1;
41
42
43void
45{
46 SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, "");
47}
48
49
50//
51// Applies necessary geometric transformations to raw cursor positions:
52//
53Windows::Foundation::Point
54WINRT_TransformCursorPosition(SDL_Window * window,
55 Windows::Foundation::Point rawPosition,
56 WINRT_CursorNormalizationType normalization)
57{
58 using namespace Windows::UI::Core;
59 using namespace Windows::Graphics::Display;
60
61 if (!window) {
62 return rawPosition;
63 }
64
65 SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
66 if (windowData->coreWindow == nullptr) {
67 // For some reason, the window isn't associated with a CoreWindow.
68 // This might end up being the case as XAML support is extended.
69 // For now, if there's no CoreWindow attached to the SDL_Window,
70 // don't do any transforms.
71
72 // TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
73 return rawPosition;
74 }
75
76 // The CoreWindow can only be accessed on certain thread(s).
77 SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
78
79 CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
80 Windows::Foundation::Point outputPosition;
81
82 // Compute coordinates normalized from 0..1.
83 // If the coordinates need to be sized to the SDL window,
84 // we'll do that after.
85#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
86 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
87 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
88#else
89 switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
90 {
91 case DisplayOrientations::Portrait:
92 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
93 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
94 break;
95 case DisplayOrientations::PortraitFlipped:
96 outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
97 outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
98 break;
99 case DisplayOrientations::Landscape:
100 outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
101 outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
102 break;
103 case DisplayOrientations::LandscapeFlipped:
104 outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
105 outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
106 break;
107 default:
108 break;
109 }
110#endif
111
112 if (normalization == TransformToSDLWindowSize) {
113 outputPosition.X *= ((float32) window->w);
114 outputPosition.Y *= ((float32) window->h);
115 }
116
117 return outputPosition;
118}
119
120static inline int
121_lround(float arg)
122{
123 if (arg >= 0.0f) {
124 return (int)floor(arg + 0.5f);
125 } else {
126 return (int)ceil(arg - 0.5f);
127 }
128}
129
130Uint8
131WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
132{
133 using namespace Windows::UI::Input;
134
135#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
136 return SDL_BUTTON_LEFT;
137#else
138 switch (pt->Properties->PointerUpdateKind)
139 {
140 case PointerUpdateKind::LeftButtonPressed:
141 case PointerUpdateKind::LeftButtonReleased:
142 return SDL_BUTTON_LEFT;
143
144 case PointerUpdateKind::RightButtonPressed:
145 case PointerUpdateKind::RightButtonReleased:
146 return SDL_BUTTON_RIGHT;
147
148 case PointerUpdateKind::MiddleButtonPressed:
149 case PointerUpdateKind::MiddleButtonReleased:
150 return SDL_BUTTON_MIDDLE;
151
152 case PointerUpdateKind::XButton1Pressed:
153 case PointerUpdateKind::XButton1Released:
154 return SDL_BUTTON_X1;
155
156 case PointerUpdateKind::XButton2Pressed:
157 case PointerUpdateKind::XButton2Released:
158 return SDL_BUTTON_X2;
159
160 default:
161 break;
162 }
163#endif
164
165 return 0;
166}
167
168//const char *
169//WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
170//{
171// using namespace Windows::UI::Input;
172//
173// switch (kind)
174// {
175// case PointerUpdateKind::Other:
176// return "Other";
177// case PointerUpdateKind::LeftButtonPressed:
178// return "LeftButtonPressed";
179// case PointerUpdateKind::LeftButtonReleased:
180// return "LeftButtonReleased";
181// case PointerUpdateKind::RightButtonPressed:
182// return "RightButtonPressed";
183// case PointerUpdateKind::RightButtonReleased:
184// return "RightButtonReleased";
185// case PointerUpdateKind::MiddleButtonPressed:
186// return "MiddleButtonPressed";
187// case PointerUpdateKind::MiddleButtonReleased:
188// return "MiddleButtonReleased";
189// case PointerUpdateKind::XButton1Pressed:
190// return "XButton1Pressed";
191// case PointerUpdateKind::XButton1Released:
192// return "XButton1Released";
193// case PointerUpdateKind::XButton2Pressed:
194// return "XButton2Pressed";
195// case PointerUpdateKind::XButton2Released:
196// return "XButton2Released";
197// }
198//
199// return "";
200//}
201
202static bool
203WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
204{
205#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
206 return true;
207#else
208 using namespace Windows::Devices::Input;
209 switch (pointerPoint->PointerDevice->PointerDeviceType) {
210 case PointerDeviceType::Touch:
211 case PointerDeviceType::Pen:
212 return true;
213 default:
214 return false;
215 }
216#endif
217}
218
219void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
220{
221 if (!window) {
222 return;
223 }
224
225 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
226
227 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
229 } else {
230 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
231 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
232
234 WINRT_TouchID,
235 (SDL_FingerID) pointerPoint->PointerId,
236 SDL_TRUE,
237 normalizedPoint.X,
238 normalizedPoint.Y,
239 pointerPoint->Properties->Pressure);
240 }
241}
242
243void
244WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
245{
247 return;
248 }
249
250 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
251 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
252
253 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
254 SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
255 } else {
257 WINRT_TouchID,
258 (SDL_FingerID) pointerPoint->PointerId,
259 normalizedPoint.X,
260 normalizedPoint.Y,
261 pointerPoint->Properties->Pressure);
262 }
263}
264
265void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
266{
267 if (!window) {
268 return;
269 }
270
271 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
272
273 if (!WINRT_IsTouchEvent(pointerPoint)) {
275 } else {
276 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
277
279 WINRT_TouchID,
280 (SDL_FingerID) pointerPoint->PointerId,
281 SDL_FALSE,
282 normalizedPoint.X,
283 normalizedPoint.Y,
284 pointerPoint->Properties->Pressure);
285 }
286}
287
288void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
289{
290 if (!window) {
291 return;
292 }
293
294 if (!WINRT_IsTouchEvent(pointerPoint)) {
296 }
297}
298
299void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
300{
301 if (!window) {
302 return;
303 }
304
305 if (!WINRT_IsTouchEvent(pointerPoint)) {
307 }
308}
309
310void
311WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
312{
313 if (!window) {
314 return;
315 }
316
317 float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
318 SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL);
319}
320
321void
322WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
323{
325 return;
326 }
327
328 // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
329 // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
330 // MouseDelta field often reports very large values. More information
331 // on this can be found at the following pages on MSDN:
332 // - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
333 // - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
334 //
335 // The values do not appear to be as large when running on some systems,
336 // most notably a Surface RT. Furthermore, the values returned by
337 // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
338 // method, do not ever appear to be large, even when MouseEventArgs'
339 // MouseDelta is reporting to the contrary.
340 //
341 // On systems with the large-values behavior, it appears that the values
342 // get reported as if the screen's size is 65536 units in both the X and Y
343 // dimensions. This can be viewed by using Windows' now-private, "Raw Input"
344 // APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
345 //
346 // MSDN's documentation on MouseEventArgs' MouseDelta field (at
347 // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
348 // does not seem to indicate (to me) that its values should be so large. It
349 // says that its values should be a "change in screen location". I could
350 // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
351 // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
352 // indicates that these values are in DIPs, which is the same unit used
353 // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
354 // property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
355 // for details.)
356 //
357 // To note, PointerMoved events are sent a 'RawPosition' value (via the
358 // CurrentPoint property in MouseEventArgs), however these do not seem
359 // to exhibit the same large-value behavior.
360 //
361 // The values passed via PointerMoved events can't always be used for relative
362 // mouse motion, unfortunately. Its values are bound to the cursor's position,
363 // which stops when it hits one of the screen's edges. This can be a problem in
364 // first person shooters, whereby it is normal for mouse motion to travel far
365 // along any one axis for a period of time. MouseMoved events do not have the
366 // screen-bounding limitation, and can be used regardless of where the system's
367 // cursor is.
368 //
369 // One possible workaround would be to programmatically set the cursor's
370 // position to the screen's center (when SDL's relative mouse mode is enabled),
371 // however WinRT does not yet seem to have the ability to set the cursor's
372 // position via a public API. Win32 did this via an API call, SetCursorPos,
373 // however WinRT makes this function be private. Apps that use it won't get
374 // approved for distribution in the Windows Store. I've yet to be able to find
375 // a suitable, store-friendly counterpart for WinRT.
376 //
377 // There may be some room for a workaround whereby OnPointerMoved's values
378 // are compared to the values from OnMouseMoved in order to detect
379 // when this bug is active. A suitable transformation could then be made to
380 // OnMouseMoved's values. For now, however, the system-reported values are sent
381 // to SDL with minimal transformation: from native screen coordinates (in DIPs)
382 // to SDL window coordinates.
383 //
384 const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
385 const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
387 window,
388 0,
389 1,
390 _lround(mouseDeltaInSDLWindowCoords.X),
391 _lround(mouseDeltaInSDLWindowCoords.Y));
392}
393
394#endif // SDL_VIDEO_DRIVER_WINRT
#define _THIS
#define SDL_assert(condition)
Definition: SDL_assert.h:169
#define SDL_RELEASED
Definition: SDL_events.h:49
#define SDL_PRESSED
Definition: SDL_events.h:50
int SDL_SendMouseButton(SDL_Window *window, SDL_MouseID mouseID, Uint8 state, Uint8 button)
Definition: SDL_mouse.c:605
void SDL_SetMouseFocus(SDL_Window *window)
Definition: SDL_mouse.c:211
int SDL_SendMouseWheel(SDL_Window *window, SDL_MouseID mouseID, float x, float y, SDL_MouseWheelDirection direction)
Definition: SDL_mouse.c:611
int SDL_SendMouseMotion(SDL_Window *window, SDL_MouseID mouseID, int relative, int x, int y)
Definition: SDL_mouse.c:301
#define SDL_BUTTON_X1
Definition: SDL_mouse.h:285
#define SDL_BUTTON_X2
Definition: SDL_mouse.h:286
#define SDL_BUTTON_MIDDLE
Definition: SDL_mouse.h:283
#define SDL_BUTTON_RIGHT
Definition: SDL_mouse.h:284
#define SDL_BUTTON_LEFT
Definition: SDL_mouse.h:282
@ SDL_MOUSEWHEEL_NORMAL
Definition: SDL_mouse.h:68
@ SDL_TRUE
Definition: SDL_stdinc.h:164
@ SDL_FALSE
Definition: SDL_stdinc.h:163
uint8_t Uint8
Definition: SDL_stdinc.h:179
int SDL_SendTouch(SDL_TouchID id, SDL_FingerID fingerid, SDL_bool down, float x, float y, float pressure)
Definition: SDL_touch.c:242
int SDL_SendTouchMotion(SDL_TouchID id, SDL_FingerID fingerid, float x, float y, float pressure)
Definition: SDL_touch.c:364
int SDL_AddTouch(SDL_TouchID touchID, SDL_TouchDeviceType type, const char *name)
Definition: SDL_touch.c:155
Sint64 SDL_FingerID
Definition: SDL_touch.h:42
@ SDL_TOUCH_DEVICE_DIRECT
Definition: SDL_touch.h:47
Sint64 SDL_TouchID
Definition: SDL_touch.h:41
void WINRT_InitTouch(_THIS)
SDL_bool WINRT_UsingRelativeMouseMode
#define NULL
Definition: begin_code.h:167
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
double floor(double x)
Definition: s_floor.c:33
The type used to identify a window.
Definition: SDL_sysvideo.h:74
SDL_Texture * button