| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "../../SDL_internal.h" |
| |
| #if SDL_VIDEO_DRIVER_WINRT |
| |
| /* Windows includes */ |
| #include <roapi.h> |
| #include <windows.foundation.h> |
| #include <windows.system.h> |
| |
| |
| /* SDL includes */ |
| extern "C" { |
| #include "SDL_mouse.h" |
| #include "../SDL_sysvideo.h" |
| } |
| #include "SDL_winrtvideo_cpp.h" |
| |
| |
| /* Game Bar events can come in off the main thread. Use the following |
| WinRT CoreDispatcher to deal with them on SDL's thread. |
| */ |
| static Platform::WeakReference WINRT_MainThreadDispatcher; |
| |
| |
| /* Win10's initial SDK (the 10.0.10240.0 release) does not include references |
| to Game Bar APIs, as the Game Bar was released via Win10 10.0.10586.0. |
| |
| Declare its WinRT/COM interface here, to allow compilation with earlier |
| Windows SDKs. |
| */ |
| MIDL_INTERFACE("1DB9A292-CC78-4173-BE45-B61E67283EA7") |
| IGameBarStatics_ : public IInspectable |
| { |
| public: |
| virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged( |
| __FIEventHandler_1_IInspectable *handler, |
| Windows::Foundation::EventRegistrationToken *token) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE remove_VisibilityChanged( |
| Windows::Foundation::EventRegistrationToken token) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE add_IsInputRedirectedChanged( |
| __FIEventHandler_1_IInspectable *handler, |
| Windows::Foundation::EventRegistrationToken *token) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE remove_IsInputRedirectedChanged( |
| Windows::Foundation::EventRegistrationToken token) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE get_Visible( |
| boolean *value) = 0; |
| |
| virtual HRESULT STDMETHODCALLTYPE get_IsInputRedirected( |
| boolean *value) = 0; |
| }; |
| |
| /* Declare the game bar's COM GUID */ |
| static GUID IID_IGameBarStatics_ = { MAKELONG(0xA292, 0x1DB9), 0xCC78, 0x4173, { 0xBE, 0x45, 0xB6, 0x1E, 0x67, 0x28, 0x3E, 0xA7 } }; |
| |
| /* Retrieves a pointer to the game bar, or NULL if it is not available. |
| If a pointer is returned, it's ->Release() method must be called |
| after the caller has finished using it. |
| */ |
| static IGameBarStatics_ * |
| WINRT_GetGameBar() |
| { |
| wchar_t *wClassName = L"Windows.Gaming.UI.GameBar"; |
| HSTRING hClassName; |
| IActivationFactory *pActivationFactory = NULL; |
| IGameBarStatics_ *pGameBar = NULL; |
| HRESULT hr; |
| |
| hr = ::WindowsCreateString(wClassName, (UINT32)wcslen(wClassName), &hClassName); |
| if (FAILED(hr)) { |
| goto done; |
| } |
| |
| hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory); |
| if (FAILED(hr)) { |
| goto done; |
| } |
| |
| pActivationFactory->QueryInterface(IID_IGameBarStatics_, (void **) &pGameBar); |
| |
| done: |
| if (pActivationFactory) { |
| pActivationFactory->Release(); |
| } |
| if (hClassName) { |
| ::WindowsDeleteString(hClassName); |
| } |
| return pGameBar; |
| } |
| |
| static void |
| WINRT_HandleGameBarIsInputRedirected_MainThread() |
| { |
| IGameBarStatics_ *gameBar; |
| boolean isInputRedirected = 0; |
| if (!WINRT_MainThreadDispatcher) { |
| /* The game bar event handler has been deregistered! */ |
| return; |
| } |
| gameBar = WINRT_GetGameBar(); |
| if (!gameBar) { |
| /* Shouldn't happen, but just in case... */ |
| return; |
| } |
| if (SUCCEEDED(gameBar->get_IsInputRedirected(&isInputRedirected))) { |
| if ( ! isInputRedirected) { |
| /* Input-control is now back to the SDL app. Restore the cursor, |
| in case Windows does not (it does not in either Win10 |
| 10.0.10240.0 or 10.0.10586.0, maybe later version(s) too. |
| */ |
| SDL_Cursor *cursor = SDL_GetCursor(); |
| SDL_SetCursor(cursor); |
| } |
| } |
| gameBar->Release(); |
| } |
| |
| static void |
| WINRT_HandleGameBarIsInputRedirected_NonMainThread(Platform::Object ^ o1, Platform::Object ^o2) |
| { |
| Windows::UI::Core::CoreDispatcher ^dispatcher = WINRT_MainThreadDispatcher.Resolve<Windows::UI::Core::CoreDispatcher>(); |
| if (dispatcher) { |
| dispatcher->RunAsync( |
| Windows::UI::Core::CoreDispatcherPriority::Normal, |
| ref new Windows::UI::Core::DispatchedHandler(&WINRT_HandleGameBarIsInputRedirected_MainThread)); |
| } |
| } |
| |
| void |
| WINRT_InitGameBar(_THIS) |
| { |
| SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata; |
| IGameBarStatics_ *gameBar = WINRT_GetGameBar(); |
| if (gameBar) { |
| /* GameBar.IsInputRedirected events can come in via something other than |
| the main/SDL thread. |
| |
| Get a WinRT 'CoreDispatcher' that can be used to call back into the |
| SDL thread. |
| */ |
| WINRT_MainThreadDispatcher = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher; |
| Windows::Foundation::EventHandler<Platform::Object ^> ^handler = \ |
| ref new Windows::Foundation::EventHandler<Platform::Object ^>(&WINRT_HandleGameBarIsInputRedirected_NonMainThread); |
| __FIEventHandler_1_IInspectable * pHandler = reinterpret_cast<__FIEventHandler_1_IInspectable *>(handler); |
| gameBar->add_IsInputRedirectedChanged(pHandler, &driverdata->gameBarIsInputRedirectedToken); |
| gameBar->Release(); |
| } |
| } |
| |
| void |
| WINRT_QuitGameBar(_THIS) |
| { |
| SDL_VideoData *driverdata; |
| IGameBarStatics_ *gameBar; |
| if (!_this || !_this->driverdata) { |
| return; |
| } |
| gameBar = WINRT_GetGameBar(); |
| if (!gameBar) { |
| return; |
| } |
| driverdata = (SDL_VideoData *)_this->driverdata; |
| if (driverdata->gameBarIsInputRedirectedToken.Value) { |
| gameBar->remove_IsInputRedirectedChanged(driverdata->gameBarIsInputRedirectedToken); |
| driverdata->gameBarIsInputRedirectedToken.Value = 0; |
| } |
| WINRT_MainThreadDispatcher = nullptr; |
| gameBar->Release(); |
| } |
| |
| #endif /* SDL_VIDEO_DRIVER_WINRT */ |
| |
| /* vi: set ts=4 sw=4 expandtab: */ |