1 /*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2016 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 static unsigned int WINRT_LeftFingerDown = 0;
42
43
44 void
WINRT_InitTouch(_THIS)45 WINRT_InitTouch(_THIS)
46 {
47 SDL_AddTouch(WINRT_TouchID, "");
48 }
49
50
51 //
52 // Applies necessary geometric transformations to raw cursor positions:
53 //
54 Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window,Windows::Foundation::Point rawPosition,WINRT_CursorNormalizationType normalization)55 WINRT_TransformCursorPosition(SDL_Window * window,
56 Windows::Foundation::Point rawPosition,
57 WINRT_CursorNormalizationType normalization)
58 {
59 using namespace Windows::UI::Core;
60 using namespace Windows::Graphics::Display;
61
62 if (!window) {
63 return rawPosition;
64 }
65
66 SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
67 if (windowData->coreWindow == nullptr) {
68 // For some reason, the window isn't associated with a CoreWindow.
69 // This might end up being the case as XAML support is extended.
70 // For now, if there's no CoreWindow attached to the SDL_Window,
71 // don't do any transforms.
72
73 // TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support
74 return rawPosition;
75 }
76
77 // The CoreWindow can only be accessed on certain thread(s).
78 SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
79
80 CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
81 Windows::Foundation::Point outputPosition;
82
83 // Compute coordinates normalized from 0..1.
84 // If the coordinates need to be sized to the SDL window,
85 // we'll do that after.
86 #if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
87 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
88 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
89 #else
90 switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
91 {
92 case DisplayOrientations::Portrait:
93 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
94 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
95 break;
96 case DisplayOrientations::PortraitFlipped:
97 outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
98 outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
99 break;
100 case DisplayOrientations::Landscape:
101 outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
102 outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
103 break;
104 case DisplayOrientations::LandscapeFlipped:
105 outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
106 outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
107 break;
108 default:
109 break;
110 }
111 #endif
112
113 if (normalization == TransformToSDLWindowSize) {
114 outputPosition.X *= ((float32) window->w);
115 outputPosition.Y *= ((float32) window->h);
116 }
117
118 return outputPosition;
119 }
120
121 static inline int
_lround(float arg)122 _lround(float arg)
123 {
124 if (arg >= 0.0f) {
125 return (int)floor(arg + 0.5f);
126 } else {
127 return (int)ceil(arg - 0.5f);
128 }
129 }
130
131 Uint8
132 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
133 {
134 using namespace Windows::UI::Input;
135
136 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
137 return SDL_BUTTON_LEFT;
138 #else
139 switch (pt->Properties->PointerUpdateKind)
140 {
141 case PointerUpdateKind::LeftButtonPressed:
142 case PointerUpdateKind::LeftButtonReleased:
143 return SDL_BUTTON_LEFT;
144
145 case PointerUpdateKind::RightButtonPressed:
146 case PointerUpdateKind::RightButtonReleased:
147 return SDL_BUTTON_RIGHT;
148
149 case PointerUpdateKind::MiddleButtonPressed:
150 case PointerUpdateKind::MiddleButtonReleased:
151 return SDL_BUTTON_MIDDLE;
152
153 case PointerUpdateKind::XButton1Pressed:
154 case PointerUpdateKind::XButton1Released:
155 return SDL_BUTTON_X1;
156
157 case PointerUpdateKind::XButton2Pressed:
158 case PointerUpdateKind::XButton2Released:
159 return SDL_BUTTON_X2;
160
161 default:
162 break;
163 }
164 #endif
165
166 return 0;
167 }
168
169 //const char *
170 //WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind)
171 //{
172 // using namespace Windows::UI::Input;
173 //
174 // switch (kind)
175 // {
176 // case PointerUpdateKind::Other:
177 // return "Other";
178 // case PointerUpdateKind::LeftButtonPressed:
179 // return "LeftButtonPressed";
180 // case PointerUpdateKind::LeftButtonReleased:
181 // return "LeftButtonReleased";
182 // case PointerUpdateKind::RightButtonPressed:
183 // return "RightButtonPressed";
184 // case PointerUpdateKind::RightButtonReleased:
185 // return "RightButtonReleased";
186 // case PointerUpdateKind::MiddleButtonPressed:
187 // return "MiddleButtonPressed";
188 // case PointerUpdateKind::MiddleButtonReleased:
189 // return "MiddleButtonReleased";
190 // case PointerUpdateKind::XButton1Pressed:
191 // return "XButton1Pressed";
192 // case PointerUpdateKind::XButton1Released:
193 // return "XButton1Released";
194 // case PointerUpdateKind::XButton2Pressed:
195 // return "XButton2Pressed";
196 // case PointerUpdateKind::XButton2Released:
197 // return "XButton2Released";
198 // }
199 //
200 // return "";
201 //}
202
203 static bool
204 WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
205 {
206 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
207 return true;
208 #else
209 using namespace Windows::Devices::Input;
210 switch (pointerPoint->PointerDevice->PointerDeviceType) {
211 case PointerDeviceType::Touch:
212 case PointerDeviceType::Pen:
213 return true;
214 default:
215 return false;
216 }
217 #endif
218 }
219
220 void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
221 {
222 if (!window) {
223 return;
224 }
225
226 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
227
228 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
229 SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
230 } else {
231 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
232 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
233
234 if (!WINRT_LeftFingerDown) {
235 if (button) {
236 SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, (int)windowPoint.X, (int)windowPoint.Y);
237 SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_PRESSED, button);
238 }
239
240 WINRT_LeftFingerDown = pointerPoint->PointerId;
241 }
242
243 SDL_SendTouch(
244 WINRT_TouchID,
245 (SDL_FingerID) pointerPoint->PointerId,
246 SDL_TRUE,
247 normalizedPoint.X,
248 normalizedPoint.Y,
249 pointerPoint->Properties->Pressure);
250 }
251 }
252
253 void
254 WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
255 {
256 if (!window || WINRT_UsingRelativeMouseMode) {
257 return;
258 }
259
260 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
261 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
262
263 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
264 SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
265 } else {
266 if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
267 SDL_SendMouseMotion(window, SDL_TOUCH_MOUSEID, 0, (int)windowPoint.X, (int)windowPoint.Y);
268 }
269
270 SDL_SendTouchMotion(
271 WINRT_TouchID,
272 (SDL_FingerID) pointerPoint->PointerId,
273 normalizedPoint.X,
274 normalizedPoint.Y,
275 pointerPoint->Properties->Pressure);
276 }
277 }
278
279 void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
280 {
281 if (!window) {
282 return;
283 }
284
285 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
286
287 if (!WINRT_IsTouchEvent(pointerPoint)) {
288 SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
289 } else {
290 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
291
292 if (WINRT_LeftFingerDown == pointerPoint->PointerId) {
293 if (button) {
294 SDL_SendMouseButton(window, SDL_TOUCH_MOUSEID, SDL_RELEASED, button);
295 }
296 WINRT_LeftFingerDown = 0;
297 }
298
299 SDL_SendTouch(
300 WINRT_TouchID,
301 (SDL_FingerID) pointerPoint->PointerId,
302 SDL_FALSE,
303 normalizedPoint.X,
304 normalizedPoint.Y,
305 pointerPoint->Properties->Pressure);
306 }
307 }
308
309 void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
310 {
311 if (!window) {
312 return;
313 }
314
315 if (!WINRT_IsTouchEvent(pointerPoint)) {
316 SDL_SetMouseFocus(window);
317 }
318 }
319
320 void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
321 {
322 if (!window) {
323 return;
324 }
325
326 if (!WINRT_IsTouchEvent(pointerPoint)) {
327 SDL_SetMouseFocus(NULL);
328 }
329 }
330
331 void
332 WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
333 {
334 if (!window) {
335 return;
336 }
337
338 // FIXME: This may need to accumulate deltas up to WHEEL_DELTA
339 short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
340 SDL_SendMouseWheel(window, 0, 0, motion, SDL_MOUSEWHEEL_NORMAL);
341 }
342
343 void
344 WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
345 {
346 if (!window || !WINRT_UsingRelativeMouseMode) {
347 return;
348 }
349
350 // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows
351 // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs'
352 // MouseDelta field often reports very large values. More information
353 // on this can be found at the following pages on MSDN:
354 // - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8
355 // - https://connect.microsoft.com/VisualStudio/Feedback/details/756515
356 //
357 // The values do not appear to be as large when running on some systems,
358 // most notably a Surface RT. Furthermore, the values returned by
359 // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved
360 // method, do not ever appear to be large, even when MouseEventArgs'
361 // MouseDelta is reporting to the contrary.
362 //
363 // On systems with the large-values behavior, it appears that the values
364 // get reported as if the screen's size is 65536 units in both the X and Y
365 // dimensions. This can be viewed by using Windows' now-private, "Raw Input"
366 // APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.)
367 //
368 // MSDN's documentation on MouseEventArgs' MouseDelta field (at
369 // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ),
370 // does not seem to indicate (to me) that its values should be so large. It
371 // says that its values should be a "change in screen location". I could
372 // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see:
373 // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ),
374 // indicates that these values are in DIPs, which is the same unit used
375 // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint
376 // property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx
377 // for details.)
378 //
379 // To note, PointerMoved events are sent a 'RawPosition' value (via the
380 // CurrentPoint property in MouseEventArgs), however these do not seem
381 // to exhibit the same large-value behavior.
382 //
383 // The values passed via PointerMoved events can't always be used for relative
384 // mouse motion, unfortunately. Its values are bound to the cursor's position,
385 // which stops when it hits one of the screen's edges. This can be a problem in
386 // first person shooters, whereby it is normal for mouse motion to travel far
387 // along any one axis for a period of time. MouseMoved events do not have the
388 // screen-bounding limitation, and can be used regardless of where the system's
389 // cursor is.
390 //
391 // One possible workaround would be to programmatically set the cursor's
392 // position to the screen's center (when SDL's relative mouse mode is enabled),
393 // however WinRT does not yet seem to have the ability to set the cursor's
394 // position via a public API. Win32 did this via an API call, SetCursorPos,
395 // however WinRT makes this function be private. Apps that use it won't get
396 // approved for distribution in the Windows Store. I've yet to be able to find
397 // a suitable, store-friendly counterpart for WinRT.
398 //
399 // There may be some room for a workaround whereby OnPointerMoved's values
400 // are compared to the values from OnMouseMoved in order to detect
401 // when this bug is active. A suitable transformation could then be made to
402 // OnMouseMoved's values. For now, however, the system-reported values are sent
403 // to SDL with minimal transformation: from native screen coordinates (in DIPs)
404 // to SDL window coordinates.
405 //
406 const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
407 const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
408 SDL_SendMouseMotion(
409 window,
410 0,
411 1,
412 _lround(mouseDeltaInSDLWindowCoords.X),
413 _lround(mouseDeltaInSDLWindowCoords.Y));
414 }
415
416 #endif // SDL_VIDEO_DRIVER_WINRT
417