Integrated David Ludwig's support for Windows RT

This commit is contained in:
Sam Lantinga
2014-03-09 11:36:47 -07:00
79 changed files with 9656 additions and 33 deletions
@@ -0,0 +1,404 @@
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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="1702c480-cf09-431e-a5e4-b21b283ec818"
Publisher="CN=David"
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<DisplayName>loopwave_VS2012_WinRT</DisplayName>
<PublisherDisplayName>David</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
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<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="loopwave_VS2012_WinRT.App">
<VisualElements
DisplayName="loopwave_VS2012_WinRT"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="loopwave_VS2012_WinRT"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>
@@ -0,0 +1,170 @@
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
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<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
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<ProjectConfiguration Include="Debug|ARM">
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</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{03fcc293-9406-49c2-acf6-6e7d460c3239}</ProjectGuid>
<RootNamespace>loopwave_VS2012</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ProjectName>loopwave</ProjectName>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
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<PlatformToolset>v110</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
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<PlatformToolset>v110</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<PackageCertificateKeyFile>loopwave_VS2012_TemporaryKey.pfx</PackageCertificateKeyFile>
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<ItemDefinitionGroup>
<Link>
<AdditionalDependencies>d2d1.lib; d3d11.lib; dxgi.lib; ole32.lib; windowscodecs.lib; dwrite.lib; %(AdditionalDependencies)</AdditionalDependencies>
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<DisableSpecificWarnings>4453</DisableSpecificWarnings>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
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<PreprocessorDefinitions>NDEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">NotUsing</PrecompiledHeader>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
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<Image Include="Assets\SmallLogo.png" />
<Image Include="Assets\StoreLogo.png" />
<Image Include="Assets\SplashScreen.png" />
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<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="loopwave_VS2012_TemporaryKey.pfx" />
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<ClCompile Include="..\..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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<ClCompile Include="..\..\..\test\loopwave.c">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsWinRT>
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<ItemGroup>
<Media Include="..\..\..\test\sample.wav" />
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<ProjectReference Include="..\..\SDL\SDL-WinRT_VS2012.vcxproj">
<Project>{aeaea3a2-d4e6-45b1-8ec6-53d84287fc14}</Project>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="ca3178f1-b2b2-43bf-97dd-28ee1b7d32c5"
Publisher="CN=David"
Version="1.0.0.0" />
<Properties>
<DisplayName>testthread_VS2012_WinRT</DisplayName>
<PublisherDisplayName>David</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate"/>
</Resources>
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="testthread_VS2012_WinRT.App">
<VisualElements
DisplayName="testthread_VS2012_WinRT"
Logo="Assets\Logo.png"
SmallLogo="Assets\SmallLogo.png"
Description="testthread_VS2012_WinRT"
ForegroundText="light"
BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>
@@ -0,0 +1,160 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
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<Configuration>Release</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
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<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{a8705bee-d01d-46a4-b2ab-feedfb5fdd11}</ProjectGuid>
<RootNamespace>testthread_VS2012</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>11.0</MinimumVisualStudioVersion>
<AppContainerApplication>true</AppContainerApplication>
<ProjectName>testthread</ProjectName>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<ConfigurationType>Application</ConfigurationType>
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<ConfigurationType>Application</ConfigurationType>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<PackageCertificateKeyFile>testthread_VS2012_TemporaryKey.pfx</PackageCertificateKeyFile>
</PropertyGroup>
<ItemDefinitionGroup>
<Link>
<AdditionalDependencies>d2d1.lib; d3d11.lib; dxgi.lib; ole32.lib; windowscodecs.lib; dwrite.lib; %(AdditionalDependencies)</AdditionalDependencies>
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<ClCompile>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<PrecompiledHeaderOutputFile>$(IntDir)pch.pch</PrecompiledHeaderOutputFile>
<AdditionalIncludeDirectories>$(ProjectDir);$(IntermediateOutputPath);$(ProjectDir)..\..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<DisableSpecificWarnings>4453</DisableSpecificWarnings>
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<PreprocessorDefinitions>NDEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">NotUsing</PrecompiledHeader>
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<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</CompileAsWinRT>
</ClCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
<ClCompile>
<PreprocessorDefinitions>_DEBUG;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">NotUsing</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">NotUsing</PrecompiledHeader>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">false</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</CompileAsWinRT>
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<ItemGroup>
<Image Include="Assets\Logo.png" />
<Image Include="Assets\SmallLogo.png" />
<Image Include="Assets\StoreLogo.png" />
<Image Include="Assets\SplashScreen.png" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="testthread_VS2012_TemporaryKey.pfx" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\src\main\winrt\SDL_winrt_main_NonXAML.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
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<ClCompile Include="..\..\..\test\testthread.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\SDL\SDL-WinRT_VS2012.vcxproj">
<Project>{aeaea3a2-d4e6-45b1-8ec6-53d84287fc14}</Project>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
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@@ -561,6 +561,7 @@
);
name = CustomTemplate;
sourceTree = "<group>";
usesTabs = 0;
};
56A6702F18565E4F0007D20F /* dynapi */ = {
isa = PBXGroup;
+2
View File
@@ -33,6 +33,8 @@
#include "SDL_config_premake.h"
#elif defined(__WIN32__)
#include "SDL_config_windows.h"
#elif defined(__WINRT__)
#include "SDL_config_winrt.h"
#elif defined(__MACOSX__)
#include "SDL_config_macosx.h"
#elif defined(__IPHONEOS__)
+191
View File
@@ -0,0 +1,191 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 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.
*/
#ifndef _SDL_config_windows_h
#define _SDL_config_windows_h
#include "SDL_platform.h"
/* This is a set of defines to configure the SDL features */
#if !defined(_STDINT_H_) && (!defined(HAVE_STDINT_H) || !_HAVE_STDINT_H)
#if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__)
#define HAVE_STDINT_H 1
#elif defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef unsigned __int8 uint8_t;
typedef signed __int16 int16_t;
typedef unsigned __int16 uint16_t;
typedef signed __int32 int32_t;
typedef unsigned __int32 uint32_t;
typedef signed __int64 int64_t;
typedef unsigned __int64 uint64_t;
#ifndef _UINTPTR_T_DEFINED
#ifdef _WIN64
typedef unsigned __int64 uintptr_t;
#else
typedef unsigned int uintptr_t;
#endif
#define _UINTPTR_T_DEFINED
#endif
/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
#define DWORD_PTR DWORD
#endif
#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
#define LONG_PTR LONG
#endif
#else /* !__GNUC__ && !_MSC_VER */
typedef signed char int8_t;
typedef unsigned char uint8_t;
typedef signed short int16_t;
typedef unsigned short uint16_t;
typedef signed int int32_t;
typedef unsigned int uint32_t;
typedef signed long long int64_t;
typedef unsigned long long uint64_t;
#ifndef _SIZE_T_DEFINED_
#define _SIZE_T_DEFINED_
typedef unsigned int size_t;
#endif
typedef unsigned int uintptr_t;
#endif /* __GNUC__ || _MSC_VER */
#endif /* !_STDINT_H_ && !HAVE_STDINT_H */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
/* Useful headers */
#define HAVE_LIBC 1
#define HAVE_STDIO_H 1
#define STDC_HEADERS 1
#define HAVE_STRING_H 1
#define HAVE_CTYPE_H 1
#define HAVE_MATH_H 1
#define HAVE_FLOAT_H 1
#define HAVE_SIGNAL_H 1
/* C library functions */
#define HAVE_MALLOC 1
#define HAVE_CALLOC 1
#define HAVE_REALLOC 1
#define HAVE_FREE 1
#define HAVE_ALLOCA 1
#define HAVE_QSORT 1
#define HAVE_ABS 1
#define HAVE_MEMSET 1
#define HAVE_MEMCPY 1
#define HAVE_MEMMOVE 1
#define HAVE_MEMCMP 1
#define HAVE_STRLEN 1
#define HAVE__STRREV 1
#define HAVE__STRUPR 1
//#define HAVE__STRLWR 1 // TODO, WinRT: consider using _strlwr_s instead
#define HAVE_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
//#define HAVE_ITOA 1 // TODO, WinRT: consider using _itoa_s instead
//#define HAVE__LTOA 1 // TODO, WinRT: consider using _ltoa_s instead
//#define HAVE__ULTOA 1 // TODO, WinRT: consider using _ultoa_s instead
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
//#define HAVE_STRTOLL 1
#define HAVE_STRTOD 1
#define HAVE_ATOI 1
#define HAVE_ATOF 1
#define HAVE_STRCMP 1
#define HAVE_STRNCMP 1
#define HAVE__STRICMP 1
#define HAVE__STRNICMP 1
#define HAVE_VSNPRINTF 1
//#define HAVE_SSCANF 1 // TODO, WinRT: consider using sscanf_s instead
#define HAVE_M_PI 1
#define HAVE_ATAN 1
#define HAVE_ATAN2 1
#define HAVE_CEIL 1
#define HAVE__COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_FABS 1
#define HAVE_FLOOR 1
#define HAVE_LOG 1
#define HAVE_POW 1
//#define HAVE_SCALBN 1
#define HAVE__SCALB 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE__FSEEKI64 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_XAUDIO2 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
// TODO, WinRT: Get haptic support working
#define SDL_HAPTIC_DISABLED 1
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define SDL_JOYSTICK_DISABLED 1
#else
#define SDL_JOYSTICK_XINPUT 1
#endif
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#define SDL_THREAD_STDCPP 1
/* Enable various timer systems */
#define SDL_TIMER_WINDOWS 1
/* Enable various video drivers */
#define SDL_VIDEO_DRIVER_WINRT 1
#define SDL_VIDEO_DRIVER_DUMMY 1
/* Enable OpenGL ES 2.0 (via a modified ANGLE library) */
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP /* TODO, WinRT: try adding OpenGL ES 2 support for Windows Phone 8 */
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
#endif
/* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1
#if SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Enable system power support */
// TODO, WinRT: investigate system power support. The Win32-based APIs don't work on WinRT.
#define SDL_POWER_DISABLED 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64
#define SDL_ASSEMBLY_ROUTINES 1
#endif
#endif /* _SDL_config_windows_h */
+1 -1
View File
@@ -32,7 +32,7 @@
/* Need to do this here because intrin.h has C++ code in it */
/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */
#if defined(_MSC_VER) && (_MSC_VER >= 1500)
#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64))
#include <intrin.h>
#ifndef _WIN64
#define __MMX__
+7
View File
@@ -391,9 +391,16 @@ typedef enum {
#endif
#include <windows.h>
#if __WINRT__
#include <Unknwn.h>
typedef IUnknown * EGLNativeWindowType;
typedef int EGLNativeDisplayType;
typedef HBITMAP EGLNativePixmapType;
#else
typedef HDC EGLNativeDisplayType;
typedef HBITMAP EGLNativePixmapType;
typedef HWND EGLNativeWindowType;
#endif
#elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */
+70 -1
View File
@@ -105,6 +105,19 @@ extern "C" {
*/
#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE"
/**
* \brief A variable controlling whether to enable Direct3D 11+'s Debug Layer.
*
* This variable does not have any effect on the Direct3D 9 based renderer.
*
* This variable can be set to the following values:
* "0" - Disable Debug Layer use
* "1" - Enable Debug Layer use
*
* By default, SDL does not use Direct3D Debug Layer.
*/
#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_HINT_RENDER_DIRECT3D11_DEBUG"
/**
* \brief A variable controlling the scaling quality
*
@@ -334,7 +347,7 @@ extern "C" {
* If this hint is set before SDL_CreateWindowFrom() and the SDL_Window* it is set to has
* SDL_WINDOW_OPENGL set (and running on WGL only, currently), then two things will occur on the newly
* created SDL_Window:
*
* 1. Its pixel format will be set to the same pixel format as this SDL_Window. This is
* needed for example when sharing an OpenGL context across multiple windows.
*
@@ -347,6 +360,62 @@ extern "C" {
*/
#define SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT "SDL_VIDEO_WINDOW_SHARE_PIXEL_FORMAT"
/*
* \brief A URL to a WinRT app's privacy policy
*
* All network-enabled WinRT apps must make a privacy policy available to its
* users. On Windows 8, 8.1, and RT, Microsoft mandates that this policy be
* be available in the Windows Settings charm, as accessed from within the app.
* SDL provides code to add a URL-based link there, which can point to the app's
* privacy policy.
*
* To setup a URL to an app's privacy policy, set SDL_HINT_WINRT_PRIVACY_POLICY_URL
* before calling any SDL_Init functions. The contents of the hint should
* be a valid URL. For example, "http://www.example.com".
*
* The default value is "", which will prevent SDL from adding a privacy policy
* link to the Settings charm. This hint should only be set during app init.
*
* The label text of an app's "Privacy Policy" link may be customized via another
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that on Windows Phone, Microsoft does not provide standard UI
* for displaying a privacy policy link, and as such, SDL_HINT_WINRT_PRIVACY_POLICY_URL
* will not get used on that platform. Network-enabled phone apps should display
* their privacy policy through some other, in-app means.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_URL "SDL_HINT_WINRT_PRIVACY_POLICY_URL"
/** \brief Label text for a WinRT app's privacy policy link
*
* Network-enabled WinRT apps must include a privacy policy. On Windows 8, 8.1, and RT,
* Microsoft mandates that this policy be available via the Windows Settings charm.
* SDL provides code to add a link there, with it's label text being set via the
* optional hint, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL.
*
* Please note that a privacy policy's contents are not set via this hint. A separate
* hint, SDL_HINT_WINRT_PRIVACY_POLICY_URL, is used to link to the actual text of the
* policy.
*
* The contents of this hint should be encoded as a UTF8 string.
*
* The default value is "Privacy Policy". This hint should only be set during app
* initialization, preferably before any calls to SDL_Init.
*
* For additional information on linking to a privacy policy, see the documentation for
* SDL_HINT_WINRT_PRIVACY_POLICY_URL.
*/
#define SDL_HINT_WINRT_PRIVACY_POLICY_LABEL "SDL_HINT_WINRT_PRIVACY_POLICY_LABEL"
/** \brief If set to 1, back button press events on Windows Phone 8+ will be marked as handled.
*
* TODO, WinRT: document SDL_HINT_WINRT_HANDLE_BACK_BUTTON need and use
* For now, more details on why this is needed can be found at the
* beginning of the following web page:
* http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj247550(v=vs.105).aspx
*/
#define SDL_HINT_WINRT_HANDLE_BACK_BUTTON "SDL_HINT_WINRT_HANDLE_BACK_BUTTON"
/**
* \brief A variable that dictates policy for fullscreen Spaces on Mac OS X.
*
+30
View File
@@ -39,6 +39,18 @@
*/
#define SDL_MAIN_AVAILABLE
#elif defined(__WINRT__)
/* On WinRT, SDL provides a main function that initializes CoreApplication,
creating an instance of IFrameworkView in the process.
Please note that #include'ing SDL_main.h is not enough to get a main()
function working. In non-XAML apps, the file,
src/main/winrt/SDL_WinRT_main_NonXAML.cpp, or a copy of it, must be compiled
into the app itself. In XAML apps, the function, SDL_WinRTRunApp must be
called, with a pointer to the Direct3D-hosted XAML control passed in.
*/
#define SDL_MAIN_NEEDED
#elif defined(__IPHONEOS__)
/* On iOS SDL provides a main function that creates an application delegate
and starts the iOS application run loop.
@@ -115,6 +127,24 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __WINRT__
/**
* \brief Initializes and launches an SDL/WinRT application.
*
* \param mainFunction The SDL app's C-style main().
* \param xamlBackgroundPanel An optional, XAML-based, background panel.
* For Non-XAML apps, this value must be set to NULL. For XAML apps,
* pass in a pointer to a SwapChainBackgroundPanel, casted to an
* IInspectable (via reinterpret_cast).
* \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel);
#endif /* __WINRT__ */
#ifdef __cplusplus
}
#endif
+18 -1
View File
@@ -113,10 +113,27 @@
#undef __SOLARIS__
#define __SOLARIS__ 1
#endif
#if defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__)
/* Try to find out if we're compiling for WinRT or non-WinRT */
#if defined(_MSC_VER) && (_MSC_VER >= 1700) /* _MSC_VER==1700 for MSVC 2012 */
#include <winapifamily.h>
#endif /* _MSC_VER >= 1700 */
/* Default to classic, Win32/Win64/Desktop compilation either if:
1. the version of Windows is explicity set to a 'Desktop' (non-Metro) app
2. the version of Windows cannot be determined via winapifamily.h
If neither is true, then see if we're compiling for WinRT.
*/
#if ! defined(WINAPI_FAMILY_PARTITION) || WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP)
#undef __WINDOWS__
#define __WINDOWS__ 1
#endif
/* See if we're compiling for WinRT: */
#elif WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)
#undef __WINRT__
#define __WINRT__ 1
#endif /* ! defined(WINAPI_FAMILY_PARTITION) */
#endif /* defined(WIN32) || defined(_WIN32) || defined(__CYGWIN__) */
#if defined(__WINDOWS__)
#undef __WIN32__
#define __WIN32__ 1
+10
View File
@@ -71,8 +71,18 @@
# include <ctype.h>
#endif
#ifdef HAVE_MATH_H
# if defined(__WINRT__)
/* Defining _USE_MATH_DEFINES is required to get M_PI to be defined on
WinRT. See http://msdn.microsoft.com/en-us/library/4hwaceh6.aspx
for more information.
*/
# define _USE_MATH_DEFINES
# endif
# include <math.h>
#endif
#ifdef HAVE_FLOAT_H
# include <float.h>
#endif
#if defined(HAVE_ICONV) && defined(HAVE_ICONV_H)
# include <iconv.h>
#endif
+64
View File
@@ -116,6 +116,70 @@ extern DECLSPEC const char * SDLCALL SDL_AndroidGetExternalStoragePath();
#endif /* __ANDROID__ */
/* Platform specific functions for WinRT */
#if defined(__WINRT__) && __WINRT__
/**
* \brief WinRT / Windows Phone path types
*/
typedef enum
{
/** \brief The installed app's root directory.
Files here are likely to be read-only. */
SDL_WINRT_PATH_INSTALLED_LOCATION,
/** \brief The app's local data store. Files may be written here */
SDL_WINRT_PATH_LOCAL_FOLDER,
/** \brief The app's roaming data store. Unsupported on Windows Phone.
Files written here may be copied to other machines via a network
connection.
*/
SDL_WINRT_PATH_ROAMING_FOLDER,
/** \brief The app's temporary data store. Unsupported on Windows Phone.
Files written here may be deleted at any time. */
SDL_WINRT_PATH_TEMP_FOLDER
} SDL_WinRT_Path;
/**
* \brief Retrieves a WinRT defined path on the local file system
*
* \note Documentation on most app-specific path types on WinRT
* can be found on MSDN, at the URL:
* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
*
* \param pathType The type of path to retrieve.
* \ret A UCS-2 string (16-bit, wide-char) containing the path, or NULL
* if the path is not available for any reason. Not all paths are
* available on all versions of Windows. This is especially true on
* Windows Phone. Check the documentation for the given
* SDL_WinRT_Path for more information on which path types are
* supported where.
*/
extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
/**
* \brief Retrieves a WinRT defined path on the local file system
*
* \note Documentation on most app-specific path types on WinRT
* can be found on MSDN, at the URL:
* http://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
*
* \param pathType The type of path to retrieve.
* \ret A UTF-8 string (8-bit, multi-byte) containing the path, or NULL
* if the path is not available for any reason. Not all paths are
* available on all versions of Windows. This is especially true on
* Windows Phone. Check the documentation for the given
* SDL_WinRT_Path for more information on which path types are
* supported where.
*/
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
#endif /* __WINRT__ */
/* Ends C function definitions when using C++ */
#ifdef __cplusplus
}
+12
View File
@@ -56,6 +56,10 @@ struct SDL_SysWMinfo;
#include <windows.h>
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
#include <Inspectable.h>
#endif
/* This is the structure for custom window manager events */
#if defined(SDL_VIDEO_DRIVER_X11)
#if defined(__APPLE__) && defined(__MACH__)
@@ -90,6 +94,7 @@ typedef struct _NSWindow NSWindow;
#include <UIKit/UIKit.h>
#else
typedef struct _UIWindow UIWindow;
typedef struct _UIViewController UIViewController;
#endif
#endif
@@ -105,6 +110,7 @@ typedef enum
{
SDL_SYSWM_UNKNOWN,
SDL_SYSWM_WINDOWS,
SDL_SYSWM_WINRT,
SDL_SYSWM_X11,
SDL_SYSWM_DIRECTFB,
SDL_SYSWM_COCOA,
@@ -175,6 +181,12 @@ struct SDL_SysWMinfo
HWND window; /**< The window handle */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
struct
{
IInspectable * window; /**< The WinRT CoreWindow */
} winrt;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
struct
{
+2 -2
View File
@@ -43,7 +43,7 @@
/* Some compilers use a special export keyword */
#ifndef DECLSPEC
# if defined(__WIN32__)
# if defined(__WIN32__) || defined(__WINRT__)
# ifdef __BORLANDC__
# ifdef BUILD_SDL
# define DECLSPEC
@@ -66,7 +66,7 @@
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if defined(__WIN32__) && !defined(__GNUC__)
#if (defined(__WIN32__) || defined(__WINRT__)) && !defined(__GNUC__)
#define SDLCALL __cdecl
#else
#define SDLCALL
+2
View File
@@ -39,8 +39,10 @@
#else /* fprintf, _exit(), etc. */
#include <stdio.h>
#include <stdlib.h>
#if ! defined(__WINRT__)
#include <unistd.h>
#endif
#endif
static SDL_assert_state
SDL_PromptAssertion(const SDL_assert_data *data, void *userdata);
+7 -2
View File
@@ -20,7 +20,7 @@
*/
#include "./SDL_internal.h"
#if defined(__WIN32__)
#if defined(__WIN32__) || defined(__WINRT__)
#include "core/windows/SDL_windows.h"
#endif
@@ -318,13 +318,15 @@ static void
SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
const char *message)
{
#if defined(__WIN32__)
#if defined(__WIN32__) || defined(__WINRT__)
/* Way too many allocations here, urgh */
/* Note: One can't call SDL_SetError here, since that function itself logs. */
{
char *output;
size_t length;
LPTSTR tstr;
#ifndef __WINRT__
BOOL attachResult;
DWORD attachError;
unsigned long charsWritten;
@@ -356,6 +358,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
stderrHandle = GetStdHandle(STD_ERROR_HANDLE);
}
}
#endif /* ifndef __WINRT__ */
length = SDL_strlen(SDL_priority_prefixes[priority]) + 2 + SDL_strlen(message) + 1 + 1 + 1;
output = SDL_stack_alloc(char, length);
@@ -365,6 +368,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
/* Output to debugger */
OutputDebugString(tstr);
#ifndef __WINRT__
/* Screen output to stderr, if console was attached. */
if (consoleAttached == 1) {
if (!WriteConsole(stderrHandle, tstr, lstrlen(tstr), &charsWritten, NULL)) {
@@ -374,6 +378,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
OutputDebugString(TEXT("Insufficient heap memory to write message\r\n"));
}
}
#endif /* ifndef __WINRT__ */
SDL_free(tstr);
SDL_stack_free(output);
+1 -1
View File
@@ -20,7 +20,7 @@
*/
#include "../SDL_internal.h"
#ifdef __WIN32__
#if defined(__WIN32__) || defined(__WINRT__)
#include "../core/windows/SDL_windows.h"
#endif
+106 -7
View File
@@ -18,6 +18,32 @@
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* WinRT NOTICE:
A few changes to SDL's XAudio2 backend were warranted by API
changes to Windows. Many, but not all of these are documented by Microsoft
at:
http://blogs.msdn.com/b/chuckw/archive/2012/04/02/xaudio2-and-windows-8-consumer-preview.aspx
1. Windows' thread synchronization function, CreateSemaphore, was removed
from WinRT. SDL's semaphore API was substituted instead.
2. The method calls, IXAudio2::GetDeviceCount and IXAudio2::GetDeviceDetails
were removed from the XAudio2 API. Microsoft is telling developers to
use APIs in Windows::Foundation instead.
For SDL, the missing methods were reimplemented using the APIs Microsoft
said to use.
3. CoInitialize and CoUninitialize are not available in WinRT.
These calls were removed, as COM will have been initialized earlier,
at least by the call to the WinRT app's main function
(aka 'int main(Platform::Array<Platform::String^>^)). (DLudwig:
This was my understanding of how WinRT: the 'main' function uses
a tag of [MTAThread], which should initialize COM. My understanding
of COM is somewhat limited, and I may be incorrect here.)
4. IXAudio2::CreateMasteringVoice changed its integer-based 'DeviceIndex'
argument to a string-based one, 'szDeviceId'. In WinRT, the
string-based argument will be used.
*/
#include "../../SDL_internal.h"
#if SDL_AUDIO_DRIVER_XAUDIO2
@@ -31,6 +57,9 @@
#ifdef __GNUC__
/* The configure script already did any necessary checking */
# define SDL_XAUDIO2_HAS_SDK 1
#elif defined(__WINRT__)
/* WinRT always has access to the .the XAudio 2 SDK */
# define SDL_XAUDIO2_HAS_SDK
#else
/* XAudio2 exists as of the March 2008 DirectX SDK
The XAudio2 implementation available in the Windows 8 SDK targets Windows 8 and newer.
@@ -42,16 +71,36 @@
#else
# define SDL_XAUDIO2_HAS_SDK 1
#endif
#endif /* __GNUC__ */
#endif
#ifdef SDL_XAUDIO2_HAS_SDK
/* Check to see if we're compiling for XAudio 2.8, or higher. */
#ifdef WINVER
#if WINVER >= 0x0602 /* Windows 8 SDK or higher? */
#define SDL_XAUDIO2_WIN8 1
#endif
#endif
/* The XAudio header file, when #include'd on WinRT, will only compile in C++
files, but not C. A few preprocessor-based hacks are defined below in order
to get xaudio2.h to compile in the C/non-C++ file, SDL_xaudio2.c.
*/
#ifdef __WINRT__
#define uuid(x)
#define DX_BUILD
#endif
#define INITGUID 1
#include <xaudio2.h>
/* Hidden "this" pointer for the audio functions */
#define _THIS SDL_AudioDevice *this
#ifdef __WINRT__
#include "SDL_xaudio2_winrthelpers.h"
#endif
/* Fixes bug 1210 where some versions of gcc need named parameters */
#ifdef __GNUC__
#ifdef THIS
@@ -69,7 +118,7 @@ struct SDL_PrivateAudioData
IXAudio2 *ixa2;
IXAudio2SourceVoice *source;
IXAudio2MasteringVoice *mastering;
HANDLE semaphore;
SDL_sem * semaphore;
Uint8 *mixbuf;
int mixlen;
Uint8 *nextbuf;
@@ -114,7 +163,7 @@ VoiceCBOnBufferEnd(THIS_ void *data)
{
/* Just signal the SDL audio thread and get out of XAudio2's way. */
SDL_AudioDevice *this = (SDL_AudioDevice *) data;
ReleaseSemaphore(this->hidden->semaphore, 1, NULL);
SDL_SemPost(this->hidden->semaphore);
}
static void STDMETHODCALLTYPE
@@ -180,7 +229,7 @@ static void
XAUDIO2_WaitDevice(_THIS)
{
if (this->enabled) {
WaitForSingleObject(this->hidden->semaphore, INFINITE);
SDL_SemWait(this->hidden->semaphore);
}
}
@@ -191,10 +240,18 @@ XAUDIO2_WaitDone(_THIS)
XAUDIO2_VOICE_STATE state;
SDL_assert(!this->enabled); /* flag that stops playing. */
IXAudio2SourceVoice_Discontinuity(source);
#if SDL_XAUDIO2_WIN8
IXAudio2SourceVoice_GetState(source, &state, 0);
#else
IXAudio2SourceVoice_GetState(source, &state);
#endif
while (state.BuffersQueued > 0) {
WaitForSingleObject(this->hidden->semaphore, INFINITE);
SDL_SemWait(this->hidden->semaphore);
#if SDL_XAUDIO2_WIN8
IXAudio2SourceVoice_GetState(source, &state, 0);
#else
IXAudio2SourceVoice_GetState(source, &state);
#endif
}
}
@@ -223,7 +280,7 @@ XAUDIO2_CloseDevice(_THIS)
}
SDL_free(this->hidden->mixbuf);
if (this->hidden->semaphore != NULL) {
CloseHandle(this->hidden->semaphore);
SDL_DestroySemaphore(this->hidden->semaphore);
}
SDL_free(this->hidden);
@@ -240,7 +297,11 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
SDL_AudioFormat test_format = SDL_FirstAudioFormat(this->spec.format);
IXAudio2 *ixa2 = NULL;
IXAudio2SourceVoice *source = NULL;
#if defined(SDL_XAUDIO2_WIN8)
LPCWSTR devId = NULL;
#else
UINT32 devId = 0; /* 0 == system default device. */
#endif
static IXAudio2VoiceCallbackVtbl callbacks_vtable = {
VoiceCBOnVoiceProcessPassStart,
@@ -260,6 +321,18 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
return SDL_SetError("XAudio2: XAudio2Create() failed at open.");
}
/*
XAUDIO2_DEBUG_CONFIGURATION debugConfig;
debugConfig.TraceMask = XAUDIO2_LOG_ERRORS; //XAUDIO2_LOG_WARNINGS | XAUDIO2_LOG_DETAIL | XAUDIO2_LOG_FUNC_CALLS | XAUDIO2_LOG_TIMING | XAUDIO2_LOG_LOCKS | XAUDIO2_LOG_MEMORY | XAUDIO2_LOG_STREAMING;
debugConfig.BreakMask = XAUDIO2_LOG_ERRORS; //XAUDIO2_LOG_WARNINGS;
debugConfig.LogThreadID = TRUE;
debugConfig.LogFileline = TRUE;
debugConfig.LogFunctionName = TRUE;
debugConfig.LogTiming = TRUE;
ixa2->SetDebugConfiguration(&debugConfig);
*/
#if ! defined(__WINRT__)
if (devname != NULL) {
UINT32 devcount = 0;
UINT32 i = 0;
@@ -288,6 +361,7 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
return SDL_SetError("XAudio2: Requested device not found.");
}
}
#endif
/* Initialize all variables that we clean on shutdown */
this->hidden = (struct SDL_PrivateAudioData *)
@@ -299,7 +373,7 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
SDL_memset(this->hidden, 0, (sizeof *this->hidden));
this->hidden->ixa2 = ixa2;
this->hidden->semaphore = CreateSemaphore(NULL, 1, 2, NULL);
this->hidden->semaphore = SDL_CreateSemaphore(1);
if (this->hidden->semaphore == NULL) {
XAUDIO2_CloseDevice(this);
return SDL_SetError("XAudio2: CreateSemaphore() failed!");
@@ -342,9 +416,15 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
stereo output to appropriate surround sound configurations
instead of clamping to 2 channels, even though we'll configure the
Source Voice for whatever number of channels you supply. */
#if SDL_XAUDIO2_WIN8
result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
XAUDIO2_DEFAULT_CHANNELS,
this->spec.freq, 0, devId, NULL, AudioCategory_GameEffects);
#else
result = IXAudio2_CreateMasteringVoice(ixa2, &this->hidden->mastering,
XAUDIO2_DEFAULT_CHANNELS,
this->spec.freq, 0, devId, NULL);
#endif
if (result != S_OK) {
XAUDIO2_CloseDevice(this);
return SDL_SetError("XAudio2: Couldn't create mastering voice");
@@ -363,11 +443,23 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
waveformat.nChannels * (waveformat.wBitsPerSample / 8);
waveformat.nAvgBytesPerSec =
waveformat.nSamplesPerSec * waveformat.nBlockAlign;
waveformat.cbSize = sizeof(waveformat);
#ifdef __WINRT__
// DLudwig: for now, make XAudio2 do sample rate conversion, just to
// get the loopwave test to work.
//
// TODO, WinRT: consider removing WinRT-specific source-voice creation code from SDL_xaudio2.c
result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
0,
1.0f, &callbacks, NULL, NULL);
#else
result = IXAudio2_CreateSourceVoice(ixa2, &source, &waveformat,
XAUDIO2_VOICE_NOSRC |
XAUDIO2_VOICE_NOPITCH,
1.0f, &callbacks, NULL, NULL);
#endif
if (result != S_OK) {
XAUDIO2_CloseDevice(this);
return SDL_SetError("XAudio2: Couldn't create source voice");
@@ -393,7 +485,9 @@ XAUDIO2_OpenDevice(_THIS, const char *devname, int iscapture)
static void
XAUDIO2_Deinitialize(void)
{
#if defined(__WIN32__)
WIN_CoUninitialize();
#endif
}
#endif /* SDL_XAUDIO2_HAS_SDK */
@@ -408,13 +502,18 @@ XAUDIO2_Init(SDL_AudioDriverImpl * impl)
#else
/* XAudio2Create() is a macro that uses COM; we don't load the .dll */
IXAudio2 *ixa2 = NULL;
#if defined(__WIN32__)
// TODO, WinRT: Investigate using CoInitializeEx here
if (FAILED(WIN_CoInitialize())) {
SDL_SetError("XAudio2: CoInitialize() failed");
return 0;
}
#endif
if (XAudio2Create(&ixa2, 0, XAUDIO2_DEFAULT_PROCESSOR) != S_OK) {
#if defined(__WIN32__)
WIN_CoUninitialize();
#endif
SDL_SetError("XAudio2: XAudio2Create() failed at initialization");
return 0; /* not available. */
}
@@ -0,0 +1,69 @@
#include <xaudio2.h>
#include "SDL_xaudio2_winrthelpers.h"
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
using Windows::Devices::Enumeration::DeviceClass;
using Windows::Devices::Enumeration::DeviceInformation;
using Windows::Devices::Enumeration::DeviceInformationCollection;
#endif
extern "C" HRESULT __cdecl IXAudio2_GetDeviceCount(IXAudio2 * ixa2, UINT32 * devcount)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// There doesn't seem to be any audio device enumeration on Windows Phone.
// In lieu of this, just treat things as if there is one and only one
// audio device.
*devcount = 1;
return S_OK;
#else
// TODO, WinRT: make xaudio2 device enumeration only happen once, and in the background
auto operation = DeviceInformation::FindAllAsync(DeviceClass::AudioRender);
while (operation->Status != Windows::Foundation::AsyncStatus::Completed)
{
}
DeviceInformationCollection^ devices = operation->GetResults();
*devcount = devices->Size;
return S_OK;
#endif
}
extern "C" HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
// Windows Phone doesn't seem to have the same device enumeration APIs that
// Windows 8/RT has, or it doesn't have them at all. In lieu of this,
// just treat things as if there is one, and only one, default device.
if (index != 0)
{
return XAUDIO2_E_INVALID_CALL;
}
if (details)
{
wcsncpy_s(details->DeviceID, ARRAYSIZE(details->DeviceID), L"default", _TRUNCATE);
wcsncpy_s(details->DisplayName, ARRAYSIZE(details->DisplayName), L"default", _TRUNCATE);
}
return S_OK;
#else
auto operation = DeviceInformation::FindAllAsync(DeviceClass::AudioRender);
while (operation->Status != Windows::Foundation::AsyncStatus::Completed)
{
}
DeviceInformationCollection^ devices = operation->GetResults();
if (index >= devices->Size)
{
return XAUDIO2_E_INVALID_CALL;
}
DeviceInformation^ d = devices->GetAt(index);
if (details)
{
wcsncpy_s(details->DeviceID, ARRAYSIZE(details->DeviceID), d->Id->Data(), _TRUNCATE);
wcsncpy_s(details->DisplayName, ARRAYSIZE(details->DisplayName), d->Name->Data(), _TRUNCATE);
}
return S_OK;
#endif
}
@@ -0,0 +1,52 @@
#pragma once
//
// Re-implementation of methods removed from XAudio2 (in WinRT):
//
typedef struct XAUDIO2_DEVICE_DETAILS
{
WCHAR DeviceID[256];
WCHAR DisplayName[256];
/* Other fields exist in the pre-Windows 8 version of this struct, however
they weren't used by SDL, so they weren't added.
*/
} XAUDIO2_DEVICE_DETAILS;
#ifdef __cplusplus
extern "C" {
#endif
HRESULT IXAudio2_GetDeviceCount(IXAudio2 * unused, UINT32 * devcount);
HRESULT IXAudio2_GetDeviceDetails(IXAudio2 * unused, UINT32 index, XAUDIO2_DEVICE_DETAILS * details);
#ifdef __cplusplus
}
#endif
//
// C-style macros to call XAudio2's methods in C++:
//
#ifdef __cplusplus
/*
#define IXAudio2_CreateMasteringVoice(A, B, C, D, E, F, G) (A)->CreateMasteringVoice((B), (C), (D), (E), (F), (G))
#define IXAudio2_CreateSourceVoice(A, B, C, D, E, F, G, H) (A)->CreateSourceVoice((B), (C), (D), (E), (F), (G), (H))
#define IXAudio2_QueryInterface(A, B, C) (A)->QueryInterface((B), (C))
#define IXAudio2_Release(A) (A)->Release()
#define IXAudio2_StartEngine(A) (A)->StartEngine()
#define IXAudio2_StopEngine(A) (A)->StopEngine()
#define IXAudio2MasteringVoice_DestroyVoice(A) (A)->DestroyVoice()
#define IXAudio2SourceVoice_DestroyVoice(A) (A)->DestroyVoice()
#define IXAudio2SourceVoice_Discontinuity(A) (A)->Discontinuity()
#define IXAudio2SourceVoice_FlushSourceBuffers(A) (A)->FlushSourceBuffers()
#define IXAudio2SourceVoice_GetState(A, B) (A)->GetState((B))
#define IXAudio2SourceVoice_Start(A, B, C) (A)->Start((B), (C))
#define IXAudio2SourceVoice_Stop(A, B, C) (A)->Stop((B), (C))
#define IXAudio2SourceVoice_SubmitSourceBuffer(A, B, C) (A)->SubmitSourceBuffer((B), (C))
*/
#endif // ifdef __cplusplus
+22 -4
View File
@@ -20,21 +20,21 @@
*/
#include "../../SDL_internal.h"
#ifdef __WIN32__
#if defined(__WIN32__) || defined(__WINRT__)
#include "SDL_windows.h"
#include "SDL_error.h"
#include "SDL_assert.h"
#include <objbase.h> /* for CoInitialize/CoUninitialize */
#include <objbase.h> /* for CoInitialize/CoUninitialize (Win32 only) */
/* Sets an error message based on GetLastError() */
int
WIN_SetError(const char *prefix)
WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr)
{
TCHAR buffer[1024];
char *message;
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), 0,
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, hr, 0,
buffer, SDL_arraysize(buffer), NULL);
message = WIN_StringToUTF8(buffer);
SDL_SetError("%s%s%s", prefix ? prefix : "", prefix ? ": " : "", message);
@@ -42,6 +42,13 @@ WIN_SetError(const char *prefix)
return -1;
}
/* Sets an error message based on GetLastError() */
int
WIN_SetError(const char *prefix)
{
return WIN_SetErrorFromHRESULT(prefix, GetLastError());
}
HRESULT
WIN_CoInitialize(void)
{
@@ -50,6 +57,14 @@ WIN_CoInitialize(void)
If you need multi-threaded mode, call CoInitializeEx() before SDL_Init()
*/
#ifdef __WINRT__
/* DLudwig: On WinRT, it is assumed that COM was initialized in main().
CoInitializeEx is available (not CoInitialize though), however
on WinRT, main() is typically declared with the [MTAThread]
attribute, which, AFAIK, should initialize COM.
*/
return S_OK;
#else
HRESULT hr = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED);
if (hr == RPC_E_CHANGED_MODE) {
hr = CoInitializeEx(NULL, COINIT_MULTITHREADED);
@@ -62,12 +77,15 @@ WIN_CoInitialize(void)
}
return hr;
#endif
}
void
WIN_CoUninitialize(void)
{
#ifndef __WINRT__
CoUninitialize();
#endif
}
#endif /* __WIN32__ */
+5
View File
@@ -24,6 +24,7 @@
#ifndef _INCLUDED_WINDOWS_H
#define _INCLUDED_WINDOWS_H
#if defined(__WIN32__)
#define WIN32_LEAN_AND_MEAN
#define STRICT
#ifndef UNICODE
@@ -31,6 +32,7 @@
#endif
#undef _WIN32_WINNT
#define _WIN32_WINNT 0x501 /* Need 0x410 for AlphaBlend() and 0x500 for EnumDisplayDevices(), 0x501 for raw input */
#endif
#include <windows.h>
@@ -44,6 +46,9 @@
#define WIN_UTF8ToString(S) SDL_iconv_string("ASCII", "UTF-8", (char *)(S), SDL_strlen(S)+1)
#endif
/* Sets an error message based on a given HRESULT */
extern int WIN_SetErrorFromHRESULT(const char *prefix, HRESULT hr);
/* Sets an error message based on GetLastError(). Always return -1. */
extern int WIN_SetError(const char *prefix);
+16
View File
@@ -0,0 +1,16 @@
#include <SDL_system.h>
#include "SDL_winrtapp_direct3d.h"
#include "SDL_winrtapp_xaml.h"
int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
extern "C" DECLSPEC int
SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel)
{
if (xamlBackgroundPanel) {
return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
} else {
return SDL_WinRTInitNonXAMLApp(mainFunction);
}
}
+31
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@@ -0,0 +1,31 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 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_config.h"
#ifndef _SDL_winrtapp_common_h
#define _SDL_winrtapp_common_h
/* A pointer to the app's C-style main() function (which is a different
function than the WinRT app's actual entry point).
*/
extern int (*WINRT_SDLAppEntryPoint)(int, char **);
#endif // ifndef _SDL_winrtapp_common_h
File diff suppressed because it is too large Load Diff
+58
View File
@@ -0,0 +1,58 @@
#pragma once
#include <Windows.h>
extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));
ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
SDL_WinRTApp();
// IFrameworkView Methods.
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
virtual void Load(Platform::String^ entryPoint);
virtual void Run();
virtual void Uninitialize();
internal:
// SDL-specific methods
void PumpEvents();
protected:
// Event Handlers.
#if WINAPI_FAMILY == WINAPI_FAMILY_APP // for Windows 8/8.1/RT apps... (and not Phone apps)
void OnSettingsPaneCommandsRequested(
Windows::UI::ApplicationSettings::SettingsPane ^p,
Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args);
#endif // if WINAPI_FAMILY == WINAPI_FAMILY_APP
void OnOrientationChanged(Platform::Object^ sender);
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
void OnLogicalDpiChanged(Platform::Object^ sender);
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
void OnExiting(Platform::Object^ sender, Platform::Object^ args);
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerReleased(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerWheelChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnMouseMoved(Windows::Devices::Input::MouseDevice^ mouseDevice, Windows::Devices::Input::MouseEventArgs^ args);
void OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
void OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::KeyEventArgs^ args);
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
#endif
private:
bool m_windowClosed;
bool m_windowVisible;
};
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;
+158
View File
@@ -0,0 +1,158 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2013 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.
*/
/* Windows includes */
#include <agile.h>
#include <Windows.h>
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
#include <windows.ui.xaml.media.dxinterop.h>
#endif
/* SDL includes */
#include "SDL.h"
#include "../../video/winrt/SDL_winrtevents_c.h"
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
#include "SDL_winrtapp_common.h"
#include "SDL_winrtapp_xaml.h"
/* SDL-internal globals: */
SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
#endif
/*
* Input event handlers (XAML)
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
static void
WINRT_OnPointerPressedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerPressedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerMovedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerMovedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerReleasedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
static void
WINRT_OnPointerWheelChangedViaXAML(Platform::Object^ sender, Windows::UI::Xaml::Input::PointerRoutedEventArgs^ args)
{
WINRT_ProcessPointerWheelChangedEvent(WINRT_GlobalSDLWindow, args->GetCurrentPoint(nullptr));
}
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
/*
* XAML-to-SDL Rendering Callback
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
static void
WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args)
{
WINRT_CycleXAMLThread();
}
#endif // WINAPI_FAMILY == WINAPI_FAMILY_APP
/*
* SDL + XAML Initialization
*/
int
SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable)
{
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
return SDL_SetError("XAML support is not yet available in Windows Phone.");
#else
// Declare C++/CX namespaces:
using namespace Platform;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Xaml;
using namespace Windows::UI::Xaml::Controls;
using namespace Windows::UI::Xaml::Input;
using namespace Windows::UI::Xaml::Media;
// Make sure we have a valid XAML element (to draw onto):
if ( ! backgroundPanelAsIInspectable) {
return SDL_SetError("'backgroundPanelAsIInspectable' can't be NULL");
}
Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
if ( ! swapChainBackgroundPanel) {
return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
}
// Setup event handlers:
swapChainBackgroundPanel->PointerPressed += ref new PointerEventHandler(WINRT_OnPointerPressedViaXAML);
swapChainBackgroundPanel->PointerReleased += ref new PointerEventHandler(WINRT_OnPointerReleasedViaXAML);
swapChainBackgroundPanel->PointerWheelChanged += ref new PointerEventHandler(WINRT_OnPointerWheelChangedViaXAML);
swapChainBackgroundPanel->PointerMoved += ref new PointerEventHandler(WINRT_OnPointerMovedViaXAML);
// Setup for rendering:
IInspectable *panelInspectable = (IInspectable*) reinterpret_cast<IInspectable*>(swapChainBackgroundPanel);
panelInspectable->QueryInterface(__uuidof(ISwapChainBackgroundPanelNative), (void **)&WINRT_GlobalSwapChainBackgroundPanelNative);
WINRT_XAMLAppEventToken = CompositionTarget::Rendering::add(ref new EventHandler<Object^>(WINRT_OnRenderViaXAML));
// Make sure the app is ready to call the SDL-centric main() function:
WINRT_SDLAppEntryPoint = mainFunction;
SDL_SetMainReady();
// Make sure video-init knows that we're initializing XAML:
SDL_bool oldXAMLWasEnabledValue = WINRT_XAMLWasEnabled;
WINRT_XAMLWasEnabled = SDL_TRUE;
// Make sure video modes are detected now, while we still have access to the WinRT
// CoreWindow. WinRT will not allow the app's CoreWindow to be accessed via the
// SDL/WinRT thread.
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
// SDL_InitSubSystem will, on error, set the SDL error. Let that propogate to
// the caller to here:
WINRT_XAMLWasEnabled = oldXAMLWasEnabledValue;
return -1;
}
// All done, for now.
return 0;
#endif // WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP / else
}
+33
View File
@@ -0,0 +1,33 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2012 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_config.h"
#ifndef _SDL_winrtapp_xaml_h
#define _SDL_winrtapp_xaml_h
#include "SDL_types.h"
#ifdef __cplusplus
extern SDL_bool WINRT_XAMLWasEnabled;
extern int SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable);
#endif // ifdef __cplusplus
#endif // ifndef _SDL_winrtapp_xaml_h
+7
View File
@@ -316,6 +316,10 @@ stdio_seek(SDL_RWops * context, Sint64 offset, int whence)
if (fseeko(context->hidden.stdio.fp, (off_t)offset, whence) == 0) {
return ftello(context->hidden.stdio.fp);
}
#elif defined(HAVE__FSEEKI64)
if (_fseeki64(context->hidden.stdio.fp, offset, whence) == 0) {
return _ftelli64(context->hidden.stdio.fp);
}
#else
if (fseek(context->hidden.stdio.fp, offset, whence) == 0) {
return ftell(context->hidden.stdio.fp);
@@ -522,6 +526,9 @@ SDL_RWFromFile(const char *file, const char *mode)
{
#ifdef __APPLE__
FILE *fp = SDL_OpenFPFromBundleOrFallback(file, mode);
#elif __WINRT__
FILE *fp = NULL;
fopen_s(&fp, file, mode);
#else
FILE *fp = fopen(file, mode);
#endif
+154
View File
@@ -0,0 +1,154 @@
/* TODO, WinRT: include copyright info in SDL_winrtpaths.cpp
TODO, WinRT: remove the need to compile this with C++/CX (/ZW) extensions, and if possible, without C++ at all
*/
#include "SDL_config.h"
#ifdef __WINRT__
extern "C" {
#include "SDL_filesystem.h"
#include "SDL_error.h"
#include "SDL_stdinc.h"
#include "SDL_system.h"
#include "../../core/windows/SDL_windows.h"
}
#include <string>
#include <unordered_map>
using namespace std;
using namespace Windows::Storage;
extern "C" const wchar_t *
SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType)
{
switch (pathType) {
case SDL_WINRT_PATH_INSTALLED_LOCATION:
{
static wstring path;
if (path.empty()) {
path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
}
return path.c_str();
}
case SDL_WINRT_PATH_LOCAL_FOLDER:
{
static wstring path;
if (path.empty()) {
path = ApplicationData::Current->LocalFolder->Path->Data();
}
return path.c_str();
}
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
case SDL_WINRT_PATH_ROAMING_FOLDER:
{
static wstring path;
if (path.empty()) {
path = ApplicationData::Current->RoamingFolder->Path->Data();
}
return path.c_str();
}
case SDL_WINRT_PATH_TEMP_FOLDER:
{
static wstring path;
if (path.empty()) {
path = ApplicationData::Current->TemporaryFolder->Path->Data();
}
return path.c_str();
}
#endif
default:
break;
}
SDL_Unsupported();
return NULL;
}
extern "C" const char *
SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType)
{
typedef unordered_map<SDL_WinRT_Path, string> UTF8PathMap;
static UTF8PathMap utf8Paths;
UTF8PathMap::iterator searchResult = utf8Paths.find(pathType);
if (searchResult != utf8Paths.end()) {
return searchResult->second.c_str();
}
const wchar_t * ucs2Path = SDL_WinRTGetFSPathUNICODE(pathType);
if (!ucs2Path) {
return NULL;
}
char * utf8Path = WIN_StringToUTF8(ucs2Path);
utf8Paths[pathType] = utf8Path;
SDL_free(utf8Path);
return utf8Paths[pathType].c_str();
}
extern "C" char *
SDL_GetBasePath(void)
{
const char * srcPath = SDL_WinRTGetFSPathUTF8(SDL_WINRT_PATH_INSTALLED_LOCATION);
size_t destPathLen;
char * destPath = NULL;
if (!srcPath) {
SDL_SetError("Couldn't locate our basepath: %s", SDL_GetError());
return NULL;
}
destPathLen = SDL_strlen(srcPath) + 2;
destPath = (char *) SDL_malloc(destPathLen);
if (!destPath) {
SDL_OutOfMemory();
return NULL;
}
SDL_snprintf(destPath, destPathLen, "%s\\", srcPath);
return destPath;
}
extern "C" char *
SDL_GetPrefPath(const char *org, const char *app)
{
/* WinRT note: The 'SHGetFolderPath' API that is used in Windows 7 and
* earlier is not available on WinRT or Windows Phone. WinRT provides
* a similar API, but SHGetFolderPath can't be called, at least not
* without violating Microsoft's app-store requirements.
*/
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
/* A 'Roaming' folder is not available in Windows Phone 8, however a 'Local' folder is. */
const char * srcPath = SDL_WinRTGetFSPathUTF8(SDL_WINRT_PATH_LOCAL_FOLDER);
#else
/* A 'Roaming' folder is available on Windows 8 and 8.1. Use that. */
const char * srcPath = SDL_WinRTGetFSPathUTF8(SDL_WINRT_PATH_ROAMING_FOLDER);
#endif
size_t destPathLen;
char * destPath = NULL;
if (!srcPath) {
SDL_SetError("Couldn't locate our basepath: %s", SDL_GetError());
return NULL;
}
destPathLen = SDL_strlen(srcPath) + SDL_strlen(org) + SDL_strlen(app) + 4;
destPath = (char *) SDL_malloc(destPathLen);
if (!destPath) {
SDL_OutOfMemory();
return NULL;
}
SDL_snprintf(destPath, destPathLen, "%s\\%s\\%s\\", srcPath, org, app);
return destPath;
}
#endif /* __WINRT__ */
+5 -5
View File
@@ -88,7 +88,7 @@ typedef struct _ControllerMapping_t
} ControllerMapping_t;
static ControllerMapping_t *s_pSupportedControllers = NULL;
#ifdef SDL_JOYSTICK_DINPUT
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
static ControllerMapping_t *s_pXInputMapping = NULL;
#endif
@@ -279,7 +279,7 @@ ControllerMapping_t *SDL_PrivateGetControllerMappingForGUID(SDL_JoystickGUID *gu
*/
ControllerMapping_t *SDL_PrivateGetControllerMapping(int device_index)
{
#ifdef SDL_JOYSTICK_DINPUT
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
if ( SDL_SYS_IsXInputDeviceIndex(device_index) && s_pXInputMapping )
{
return s_pXInputMapping;
@@ -737,7 +737,7 @@ SDL_GameControllerAddMapping( const char *mappingString )
char *pchMapping;
SDL_JoystickGUID jGUID;
ControllerMapping_t *pControllerMapping;
#ifdef SDL_JOYSTICK_DINPUT
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
SDL_bool is_xinput_mapping = SDL_FALSE;
#endif
@@ -745,7 +745,7 @@ SDL_GameControllerAddMapping( const char *mappingString )
if (!pchGUID) {
return SDL_SetError("Couldn't parse GUID from %s", mappingString);
}
#ifdef SDL_JOYSTICK_DINPUT
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
if ( !SDL_strcasecmp( pchGUID, "xinput" ) ) {
is_xinput_mapping = SDL_TRUE;
}
@@ -782,7 +782,7 @@ SDL_GameControllerAddMapping( const char *mappingString )
SDL_free( pchMapping );
return SDL_OutOfMemory();
}
#ifdef SDL_JOYSTICK_DINPUT
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
if ( is_xinput_mapping )
{
s_pXInputMapping = pControllerMapping;
+2
View File
@@ -42,6 +42,8 @@ static const char *s_ControllerMappings [] =
"25090500000000000000504944564944,PS3 DualShock,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,guide:,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,",
"4c05c405000000000000504944564944,PS4 Controller,a:a3,a:b1,b:b2,back:b8,dpdown:h0.0,dpdown:h0.4,dpleft:h0.8,dpright:h0.0,dpright:h0.2,dpup:h0.0,dpup:h0.1,guide:b12,leftshoulder:b4,leftshoulder:h0.0,leftstick:b10,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightshoulder:b6,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:a4,x:b0,y:b3,",
"xinput,X360 Controller,a:b10,b:b11,back:b5,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,guide:b14,leftshoulder:b8,leftstick:b6,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:a5,rightx:a2,righty:a3,start:b4,x:b12,y:b13,",
#elif defined(SDL_JOYSTICK_XINPUT)
"xinput,X360 Controller,a:b10,b:b11,back:b5,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,guide:b14,leftshoulder:b8,leftstick:b6,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:a5,rightx:a2,righty:a3,start:b4,x:b12,y:b13,",
#elif defined(__MACOSX__)
"0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,",
"6d0400000000000016c2000000000000,Logitech F310 Gamepad (DInput),a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,", /* Guide button doesn't seem to be sent in DInput mode. */
+1 -1
View File
@@ -108,7 +108,7 @@ extern SDL_JoystickGUID SDL_SYS_JoystickGetDeviceGUID(int device_index);
/* Function to return the stable GUID for a opened joystick */
extern SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick);
#ifdef SDL_JOYSTICK_DINPUT
#if defined(SDL_JOYSTICK_DINPUT) || defined(SDL_JOYSTICK_XINPUT)
/* Function to get the current instance id of the joystick located at device_index */
extern SDL_bool SDL_SYS_IsXInputDeviceIndex( int device_index );
extern SDL_bool SDL_SYS_IsXInputJoystick(SDL_Joystick * joystick);

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