21 #include "../../SDL_internal.h"
23 #if SDL_VIDEO_DRIVER_WINRT
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"
53 Windows::Foundation::Point
55 Windows::Foundation::Point rawPosition,
56 WINRT_CursorNormalizationType normalization)
58 using namespace Windows::UI::Core;
59 using namespace Windows::Graphics::Display;
66 if (windowData->coreWindow ==
nullptr) {
77 SDL_assert(CoreWindow::GetForCurrentThread() !=
nullptr);
79 CoreWindow ^ nativeWindow = windowData->coreWindow.Get();
80 Windows::Foundation::Point outputPosition;
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;
89 switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation))
91 case DisplayOrientations::Portrait:
92 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width;
93 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height;
95 case DisplayOrientations::PortraitFlipped:
96 outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
97 outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
99 case DisplayOrientations::Landscape:
100 outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height;
101 outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width);
103 case DisplayOrientations::LandscapeFlipped:
104 outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height);
105 outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width;
112 if (normalization == TransformToSDLWindowSize) {
113 outputPosition.X *= ((float32)
window->w);
114 outputPosition.Y *= ((float32)
window->h);
117 return outputPosition;
124 return (
int)
floor(arg + 0.5
f);
126 return (
int)ceil(arg - 0.5
f);
131 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt)
133 using namespace Windows::UI::Input;
135 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
138 switch (pt->Properties->PointerUpdateKind)
140 case PointerUpdateKind::LeftButtonPressed:
141 case PointerUpdateKind::LeftButtonReleased:
144 case PointerUpdateKind::RightButtonPressed:
145 case PointerUpdateKind::RightButtonReleased:
148 case PointerUpdateKind::MiddleButtonPressed:
149 case PointerUpdateKind::MiddleButtonReleased:
152 case PointerUpdateKind::XButton1Pressed:
153 case PointerUpdateKind::XButton1Released:
156 case PointerUpdateKind::XButton2Pressed:
157 case PointerUpdateKind::XButton2Released:
203 WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint)
205 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
208 using namespace Windows::Devices::Input;
209 switch (pointerPoint->PointerDevice->PointerDeviceType) {
210 case PointerDeviceType::Touch:
211 case PointerDeviceType::Pen:
219 void WINRT_ProcessPointerPressedEvent(
SDL_Window *
window, Windows::UI::Input::PointerPoint ^pointerPoint)
225 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
227 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
230 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(
window, pointerPoint->Position, NormalizeZeroToOne);
231 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(
window, pointerPoint->Position, TransformToSDLWindowSize);
240 pointerPoint->Properties->Pressure);
245 WINRT_ProcessPointerMovedEvent(
SDL_Window *
window, Windows::UI::Input::PointerPoint ^pointerPoint)
251 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(
window, pointerPoint->Position, NormalizeZeroToOne);
252 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(
window, pointerPoint->Position, TransformToSDLWindowSize);
254 if ( ! WINRT_IsTouchEvent(pointerPoint)) {
263 pointerPoint->Properties->Pressure);
267 void WINRT_ProcessPointerReleasedEvent(
SDL_Window *
window, Windows::UI::Input::PointerPoint ^pointerPoint)
273 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint);
275 if (!WINRT_IsTouchEvent(pointerPoint)) {
278 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(
window, pointerPoint->Position, NormalizeZeroToOne);
287 pointerPoint->Properties->Pressure);
291 void WINRT_ProcessPointerEnteredEvent(
SDL_Window *
window, Windows::UI::Input::PointerPoint ^pointerPoint)
297 if (!WINRT_IsTouchEvent(pointerPoint)) {
302 void WINRT_ProcessPointerExitedEvent(
SDL_Window *
window, Windows::UI::Input::PointerPoint ^pointerPoint)
308 if (!WINRT_IsTouchEvent(pointerPoint)) {
314 WINRT_ProcessPointerWheelChangedEvent(
SDL_Window *
window, Windows::UI::Input::PointerPoint ^pointerPoint)
320 float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA;
325 WINRT_ProcessMouseMovedEvent(
SDL_Window *
window, Windows::Devices::Input::MouseEventArgs ^args)
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);
393 _lround(mouseDeltaInSDLWindowCoords.X),
394 _lround(mouseDeltaInSDLWindowCoords.Y));
397 #endif // SDL_VIDEO_DRIVER_WINRT