#include "../../SDL_internal.h"
#if SDL_VIDEO_DRIVER_WINRT
#include "SDL_winrtevents_c.h"
#include "SDL_winrtmouse_c.h"
#include "SDL_winrtvideo_cpp.h"
#include "SDL_system.h"
extern "C" {
#include "../SDL_sysvideo.h"
#include "../../events/SDL_events_c.h"
#include "../../events/SDL_mouse_c.h"
#include "../../events/SDL_touch_c.h"
}
static SDL_TouchID WINRT_TouchID = 1;
void
WINRT_InitTouch(_THIS)
{
SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, "");
}
Windows::Foundation::Point
WINRT_TransformCursorPosition(SDL_Window * window,
Windows::Foundation::Point rawPosition,
WINRT_CursorNormalizationType normalization)
{
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
if (!window) {
return rawPosition;
}
SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata;
if (windowData->coreWindow == nullptr) {
return rawPosition;
}
SDL_assert(CoreWindow::GetForCurrentThread() != nullptr);
CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
Windows::Foundation::Point outputPosition;
#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8)
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
#else
switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
{
case DisplayOrientations::Portrait:
outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
break;
case DisplayOrientations::PortraitFlipped:
outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
break;
case DisplayOrientations::Landscape:
outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
break;
case DisplayOrientations::LandscapeFlipped:
outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
break;
default:
break;
}
#endif
if (normalization == TransformToSDLWindowSize) {
outputPosition.X *= ((float32) window->w);
outputPosition.Y *= ((float32) window->h);
}
return outputPosition;
}
SDL_bool
WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt, Uint8 *button, Uint8 *pressed)
{
using namespace Windows::UI::Input;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
*button = SDL_BUTTON_LEFT;
return SDL_TRUE;
#else
switch (pt->Properties->PointerUpdateKind)
{
case PointerUpdateKind::LeftButtonPressed:
case PointerUpdateKind::LeftButtonReleased:
*button = SDL_BUTTON_LEFT;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::LeftButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::RightButtonPressed:
case PointerUpdateKind::RightButtonReleased:
*button = SDL_BUTTON_RIGHT;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::RightButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::MiddleButtonPressed:
case PointerUpdateKind::MiddleButtonReleased:
*button = SDL_BUTTON_MIDDLE;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::MiddleButtonPressed);
return SDL_TRUE;
case PointerUpdateKind::XButton1Pressed:
case PointerUpdateKind::XButton1Released:
*button = SDL_BUTTON_X1;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton1Pressed);
return SDL_TRUE;
case PointerUpdateKind::XButton2Pressed:
case PointerUpdateKind::XButton2Released:
*button = SDL_BUTTON_X2;
*pressed = (pt->Properties->PointerUpdateKind == PointerUpdateKind::XButton2Pressed);
return SDL_TRUE;
default:
break;
}
#endif
*button = 0;
*pressed = 0;
return SDL_FALSE;
}
static bool
WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return true;
#else
using namespace Windows::Devices::Input;
switch (pointerPoint->PointerDevice->PointerDeviceType) {
case PointerDeviceType::Touch:
case PointerDeviceType::Pen:
return true;
default:
return false;
}
#endif
}
void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
Uint8 button, pressed;
WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed);
SDL_assert(pressed == 1);
SDL_SendMouseButton(window, 0, SDL_PRESSED, button);
} else {
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
SDL_SendTouch(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
window,
SDL_TRUE,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
void
WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window || WINRT_UsingRelativeMouseMode) {
return;
}
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize);
if ( ! WINRT_IsTouchEvent(pointerPoint)) {
Uint8 button, pressed;
if (WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed)) {
SDL_SendMouseButton(window, 0, pressed, button);
}
SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
} else {
SDL_SendTouchMotion(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
window,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
if (!WINRT_IsTouchEvent(pointerPoint)) {
Uint8 button, pressed;
WINRT_GetSDLButtonForPointerPoint(pointerPoint, &button, &pressed);
SDL_assert(pressed == 0);
SDL_SendMouseButton(window, 0, SDL_RELEASED, button);
} else {
Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne);
SDL_SendTouch(
WINRT_TouchID,
(SDL_FingerID) pointerPoint->PointerId,
window,
SDL_FALSE,
normalizedPoint.X,
normalizedPoint.Y,
pointerPoint->Properties->Pressure);
}
}
void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
if (!WINRT_IsTouchEvent(pointerPoint)) {
SDL_SetMouseFocus(window);
}
}
void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
if (!WINRT_IsTouchEvent(pointerPoint)) {
SDL_SetMouseFocus(NULL);
}
}
void
WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
{
if (!window) {
return;
}
float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL);
}
void
WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
{
if (!window || !WINRT_UsingRelativeMouseMode) {
return;
}
const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y);
const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize);
SDL_SendMouseMotion(
window,
0,
1,
SDL_lroundf(mouseDeltaInSDLWindowCoords.X),
SDL_lroundf(mouseDeltaInSDLWindowCoords.Y));
}
#endif