1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2020 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
32 extern "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: */
40 static SDL_TouchID WINRT_TouchID = 1;
41
42
43 void
WINRT_InitTouch(_THIS)44 WINRT_InitTouch(_THIS)
45 {
46 SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, "");
47 }
48
49
50 //
51 // Applies necessary geometric transformations to raw cursor positions:
52 //
53 Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window,Windows::Foundation::Point rawPosition,WINRT_CursorNormalizationType normalization)54 WINRT_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
120 static inline int
_lround(float arg)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
130 Uint8
131 WINRT_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
202 static bool
203 WINRT_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
219 void 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)) {
228 SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
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
233 SDL_SendTouch(
234 WINRT_TouchID,
235 (SDL_FingerID) pointerPoint->PointerId,
236 window,
237 SDL_TRUE,
238 normalizedPoint.X,
239 normalizedPoint.Y,
240 pointerPoint->Properties->Pressure);
241 }
242 }
243
244 void
245 WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
246 {
247 if (!window || WINRT_UsingRelativeMouseMode) {
248 return;
249 }
250
251 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
252 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
253
254 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
255 SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
256 } else {
257 SDL_SendTouchMotion(
258 WINRT_TouchID,
259 (SDL_FingerID) pointerPoint->PointerId,
260 window,
261 normalizedPoint.X,
262 normalizedPoint.Y,
263 pointerPoint->Properties->Pressure);
264 }
265 }
266
267 void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
268 {
269 if (!window) {
270 return;
271 }
272
273 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
274
275 if (!WINRT_IsTouchEvent(pointerPoint)) {
276 SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
277 } else {
278 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
279
280 SDL_SendTouch(
281 WINRT_TouchID,
282 (SDL_FingerID) pointerPoint->PointerId,
283 window,
284 SDL_FALSE,
285 normalizedPoint.X,
286 normalizedPoint.Y,
287 pointerPoint->Properties->Pressure);
288 }
289 }
290
291 void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
292 {
293 if (!window) {
294 return;
295 }
296
297 if (!WINRT_IsTouchEvent(pointerPoint)) {
298 SDL_SetMouseFocus(window);
299 }
300 }
301
302 void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
303 {
304 if (!window) {
305 return;
306 }
307
308 if (!WINRT_IsTouchEvent(pointerPoint)) {
309 SDL_SetMouseFocus(NULL);
310 }
311 }
312
313 void
314 WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
315 {
316 if (!window) {
317 return;
318 }
319
320 float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
321 SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL);
322 }
323
324 void
325 WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
326 {
327 if (!window || !WINRT_UsingRelativeMouseMode) {
328 return;
329 }
330
331 // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
332 // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
333 // MouseDelta field often reports very large values. More information
334 // on this can be found at the following pages on MSDN:
335 // - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
336 // - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
337 //
338 // The values do not appear to be as large when running on some systems,
339 // most notably a Surface RT. Furthermore, the values returned by
340 // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
341 // method, do not ever appear to be large, even when MouseEventArgs'
342 // MouseDelta is reporting to the contrary.
343 //
344 // On systems with the large-values behavior, it appears that the values
345 // get reported as if the screen's size is 65536 units in both the X and Y
346 // dimensions. This can be viewed by using Windows' now-private, "Raw Input"
347 // APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
348 //
349 // MSDN's documentation on MouseEventArgs' MouseDelta field (at
350 // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
351 // does not seem to indicate (to me) that its values should be so large. It
352 // says that its values should be a "change in screen location". I could
353 // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
354 // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
355 // indicates that these values are in DIPs, which is the same unit used
356 // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
357 // property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
358 // for details.)
359 //
360 // To note, PointerMoved events are sent a 'RawPosition' value (via the
361 // CurrentPoint property in MouseEventArgs), however these do not seem
362 // to exhibit the same large-value behavior.
363 //
364 // The values passed via PointerMoved events can't always be used for relative
365 // mouse motion, unfortunately. Its values are bound to the cursor's position,
366 // which stops when it hits one of the screen's edges. This can be a problem in
367 // first person shooters, whereby it is normal for mouse motion to travel far
368 // along any one axis for a period of time. MouseMoved events do not have the
369 // screen-bounding limitation, and can be used regardless of where the system's
370 // cursor is.
371 //
372 // One possible workaround would be to programmatically set the cursor's
373 // position to the screen's center (when SDL's relative mouse mode is enabled),
374 // however WinRT does not yet seem to have the ability to set the cursor's
375 // position via a public API. Win32 did this via an API call, SetCursorPos,
376 // however WinRT makes this function be private. Apps that use it won't get
377 // approved for distribution in the Windows Store. I've yet to be able to find
378 // a suitable, store-friendly counterpart for WinRT.
379 //
380 // There may be some room for a workaround whereby OnPointerMoved's values
381 // are compared to the values from OnMouseMoved in order to detect
382 // when this bug is active. A suitable transformation could then be made to
383 // OnMouseMoved's values. For now, however, the system-reported values are sent
384 // to SDL with minimal transformation: from native screen coordinates (in DIPs)
385 // to SDL window coordinates.
386 //
387 const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
388 const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
389 SDL_SendMouseMotion(
390 window,
391 0,
392 1,
393 _lround(mouseDeltaInSDLWindowCoords.X),
394 _lround(mouseDeltaInSDLWindowCoords.Y));
395 }
396
397 #endif // SDL_VIDEO_DRIVER_WINRT
398