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