cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

SDL_winrtpointerinput.cpp (14980B)


      1/*
      2  Simple DirectMedia Layer
      3  Copyright (C) 1997-2014 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;
     41static unsigned int WINRT_LeftFingerDown = 0;
     42
     43
     44void
     45WINRT_InitTouch(_THIS)
     46{
     47    SDL_AddTouch(WINRT_TouchID, "");
     48}
     49
     50
     51//
     52// Applies necessary geometric transformations to raw cursor positions:
     53//
     54Windows::Foundation::Point
     55WINRT_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
    121static inline int
    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
    131Uint8
    132WINRT_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
    203static bool
    204WINRT_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
    220void 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, 0, 0, (int)windowPoint.X, (int)windowPoint.Y);
    237                SDL_SendMouseButton(window, 0, 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
    253void
    254WINRT_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 if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
    266        if (pointerPoint->PointerId == WINRT_LeftFingerDown) {
    267            SDL_SendMouseMotion(window, 0, 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
    279void 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, 0, 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
    309void
    310WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint)
    311{
    312    if (!window) {
    313        return;
    314    }
    315
    316    // FIXME: This may need to accumulate deltas up to WHEEL_DELTA
    317    short motion = pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
    318    SDL_SendMouseWheel(window, 0, 0, motion);
    319}
    320
    321void
    322WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args)
    323{
    324    if (!window || !WINRT_UsingRelativeMouseMode) {
    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);
    386    SDL_SendMouseMotion(
    387        window,
    388        0,
    389        1,
    390        _lround(mouseDeltaInSDLWindowCoords.X),
    391        _lround(mouseDeltaInSDLWindowCoords.Y));
    392}
    393
    394#endif // SDL_VIDEO_DRIVER_WINRT