cave-story-solaris/external/SDL2/src/video/winrt/SDL_winrtgamebar.cpp
Clownacy ac465d29b4 Mean CMake dependency overhaul
I'm taking a page from Dolphin's book, and including copies of each
dependency's source code. This combines the ease of use of including
pre-built libraries instead of needing to navigate a package manager
 - as is (or was) the case for MSVC - with the portability of using
packages. Granted, this method's more of a jack of all trades,
master of none, since it's *less* user-friendly than prebuilt
packages (compilation times), and you don't get the per-distro
compatibility fixes you'd get from a package manager.

You can still use system libs if you want. In fact, it's still the
default behaviour: compiling the libs manually is just a fallback.
I'll add an option to force-enable this soon, however, since it's a
nicer way to produce static MSYS2 builds than the hackish nightmare
that I was using before. Not to mention, having my own copy of the
sources means I can provide my own fixes and tweaks your package
manager may not. For example, I can combine MSYS2's FreeType
subpixel rendering with vcpkg's fix for SDL2 exporting its symbols
in static builds.
2019-04-26 01:52:02 +01:00

196 lines
6.5 KiB
C++

/*
Simple DirectMedia Layer
Copyright (C) 1997-2018 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_internal.h"
#if SDL_VIDEO_DRIVER_WINRT
/* Windows includes */
#include <roapi.h>
#include <windows.foundation.h>
#include <EventToken.h>
/* SDL includes */
extern "C" {
#include "SDL_mouse.h"
#include "../SDL_sysvideo.h"
}
#include "SDL_winrtvideo_cpp.h"
/* Game Bar events can come in off the main thread. Use the following
WinRT CoreDispatcher to deal with them on SDL's thread.
*/
static Platform::WeakReference WINRT_MainThreadDispatcher;
/* Win10's initial SDK (the 10.0.10240.0 release) does not include references
to Game Bar APIs, as the Game Bar was released via Win10 10.0.10586.0.
Declare its WinRT/COM interface here, to allow compilation with earlier
Windows SDKs.
*/
MIDL_INTERFACE("1DB9A292-CC78-4173-BE45-B61E67283EA7")
IGameBarStatics_ : public IInspectable
{
public:
virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged(
__FIEventHandler_1_IInspectable *handler,
Windows::Foundation::EventRegistrationToken *token) = 0;
virtual HRESULT STDMETHODCALLTYPE remove_VisibilityChanged(
Windows::Foundation::EventRegistrationToken token) = 0;
virtual HRESULT STDMETHODCALLTYPE add_IsInputRedirectedChanged(
__FIEventHandler_1_IInspectable *handler,
Windows::Foundation::EventRegistrationToken *token) = 0;
virtual HRESULT STDMETHODCALLTYPE remove_IsInputRedirectedChanged(
Windows::Foundation::EventRegistrationToken token) = 0;
virtual HRESULT STDMETHODCALLTYPE get_Visible(
boolean *value) = 0;
virtual HRESULT STDMETHODCALLTYPE get_IsInputRedirected(
boolean *value) = 0;
};
/* Declare the game bar's COM GUID */
static GUID IID_IGameBarStatics_ = { MAKELONG(0xA292, 0x1DB9), 0xCC78, 0x4173, { 0xBE, 0x45, 0xB6, 0x1E, 0x67, 0x28, 0x3E, 0xA7 } };
/* Retrieves a pointer to the game bar, or NULL if it is not available.
If a pointer is returned, it's ->Release() method must be called
after the caller has finished using it.
*/
static IGameBarStatics_ *
WINRT_GetGameBar()
{
wchar_t *wClassName = L"Windows.Gaming.UI.GameBar";
HSTRING hClassName;
IActivationFactory *pActivationFactory = NULL;
IGameBarStatics_ *pGameBar = NULL;
HRESULT hr;
hr = ::WindowsCreateString(wClassName, (UINT32)wcslen(wClassName), &hClassName);
if (FAILED(hr)) {
goto done;
}
hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory);
if (FAILED(hr)) {
goto done;
}
pActivationFactory->QueryInterface(IID_IGameBarStatics_, (void **) &pGameBar);
done:
if (pActivationFactory) {
pActivationFactory->Release();
}
if (hClassName) {
::WindowsDeleteString(hClassName);
}
return pGameBar;
}
static void
WINRT_HandleGameBarIsInputRedirected_MainThread()
{
IGameBarStatics_ *gameBar;
boolean isInputRedirected = 0;
if (!WINRT_MainThreadDispatcher) {
/* The game bar event handler has been deregistered! */
return;
}
gameBar = WINRT_GetGameBar();
if (!gameBar) {
/* Shouldn't happen, but just in case... */
return;
}
if (SUCCEEDED(gameBar->get_IsInputRedirected(&isInputRedirected))) {
if ( ! isInputRedirected) {
/* Input-control is now back to the SDL app. Restore the cursor,
in case Windows does not (it does not in either Win10
10.0.10240.0 or 10.0.10586.0, maybe later version(s) too.
*/
SDL_Cursor *cursor = SDL_GetCursor();
SDL_SetCursor(cursor);
}
}
gameBar->Release();
}
static void
WINRT_HandleGameBarIsInputRedirected_NonMainThread(Platform::Object ^ o1, Platform::Object ^o2)
{
Windows::UI::Core::CoreDispatcher ^dispatcher = WINRT_MainThreadDispatcher.Resolve<Windows::UI::Core::CoreDispatcher>();
if (dispatcher) {
dispatcher->RunAsync(
Windows::UI::Core::CoreDispatcherPriority::Normal,
ref new Windows::UI::Core::DispatchedHandler(&WINRT_HandleGameBarIsInputRedirected_MainThread));
}
}
void
WINRT_InitGameBar(_THIS)
{
SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata;
IGameBarStatics_ *gameBar = WINRT_GetGameBar();
if (gameBar) {
/* GameBar.IsInputRedirected events can come in via something other than
the main/SDL thread.
Get a WinRT 'CoreDispatcher' that can be used to call back into the
SDL thread.
*/
WINRT_MainThreadDispatcher = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher;
Windows::Foundation::EventHandler<Platform::Object ^> ^handler = \
ref new Windows::Foundation::EventHandler<Platform::Object ^>(&WINRT_HandleGameBarIsInputRedirected_NonMainThread);
__FIEventHandler_1_IInspectable * pHandler = reinterpret_cast<__FIEventHandler_1_IInspectable *>(handler);
gameBar->add_IsInputRedirectedChanged(pHandler, &driverdata->gameBarIsInputRedirectedToken);
gameBar->Release();
}
}
void
WINRT_QuitGameBar(_THIS)
{
SDL_VideoData *driverdata;
IGameBarStatics_ *gameBar;
if (!_this || !_this->driverdata) {
return;
}
gameBar = WINRT_GetGameBar();
if (!gameBar) {
return;
}
driverdata = (SDL_VideoData *)_this->driverdata;
if (driverdata->gameBarIsInputRedirectedToken.Value) {
gameBar->remove_IsInputRedirectedChanged(driverdata->gameBarIsInputRedirectedToken);
driverdata->gameBarIsInputRedirectedToken.Value = 0;
}
WINRT_MainThreadDispatcher = nullptr;
gameBar->Release();
}
#endif /* SDL_VIDEO_DRIVER_WINRT */
/* vi: set ts=4 sw=4 expandtab: */