removed WinRT support.

This commit is contained in:
Ozkan Sezer
2022-11-22 23:36:24 +03:00
parent bd5d26071a
commit dc2a3e06e9
86 changed files with 81 additions and 8098 deletions

View File

@@ -19,8 +19,6 @@ jobs:
- { name: Windows (clang-cl x86), flags: -T ClangCL -A Win32 }
- { name: Windows (ARM), flags: -A ARM }
- { name: Windows (ARM64), flags: -A ARM64 }
- { name: UWP (x64), flags: -A x64 -DCMAKE_SYSTEM_NAME=WindowsStore -DCMAKE_SYSTEM_VERSION="10.0" -DSDL_TESTS=OFF, nowerror: true,
project: VisualC-WinRT/SDL-UWP.sln, projectflags: '/p:Platform=x64 /p:WindowsTargetPlatformVersion=10.0.17763.0' }
steps:
- uses: actions/checkout@v3
@@ -59,7 +57,6 @@ jobs:
echo "SDL3_DIR=$Env:GITHUB_WORKSPACE/prefix" >> $Env:GITHUB_ENV
cmake --install build/
- name: Verify CMake configuration files
if: ${{ !contains(matrix.platform.name, 'UWP') }} # FIXME: cmake/test/CMakeLists.txt should support UWP
run: |
cmake -S cmake/test -B cmake_config_build `
-DCMAKE_PREFIX_PATH=${{ env.SDL3_DIR }} `

View File

@@ -26,12 +26,6 @@ set(EXTRA_LDFLAGS)
# etc. See https://github.com/libsdl-org/SDL/issues/4150
add_library(sdl-build-options INTERFACE)
if(WINDOWS_STORE)
cmake_minimum_required(VERSION 3.11.0)
target_compile_definitions(sdl-build-options INTERFACE "-DSDL_BUILDING_WINRT=1")
target_compile_options(sdl-build-options INTERFACE "-ZW")
endif()
# Build in parallel under Visual Studio. Not enabled by default.
if(MSVC)
target_compile_options(sdl-build-options INTERFACE "/MP")
@@ -239,7 +233,7 @@ endif()
# so we'll just use libusb when it's available. libusb does not support iOS,
# so we default to yes on iOS.
# TODO: Windows can support libusb, the hid.c file just depends on Unix APIs
if((WINDOWS AND NOT WINDOWS_STORE) OR IOS OR TVOS OR ANDROID)
if(WINDOWS OR IOS OR TVOS OR ANDROID)
set(HIDAPI_SKIP_LIBUSB TRUE)
else()
set(HIDAPI_SKIP_LIBUSB FALSE)
@@ -1665,11 +1659,6 @@ elseif(WINDOWS)
file(GLOB CORE_SOURCES ${SDL3_SOURCE_DIR}/src/core/windows/*.c)
list(APPEND SOURCE_FILES ${CORE_SOURCES})
if(WINDOWS_STORE)
file(GLOB WINRT_SOURCE_FILES ${SDL3_SOURCE_DIR}/src/core/winrt/*.c ${SDL3_SOURCE_DIR}/src/core/winrt/*.cpp)
list(APPEND SOURCE_FILES ${WINRT_SOURCE_FILES})
endif()
if(MSVC AND NOT SDL_LIBC)
# Prevent codegen that would use the VC runtime libraries.
set_property(DIRECTORY . APPEND PROPERTY COMPILE_OPTIONS "/GS-")
@@ -1679,11 +1668,7 @@ elseif(WINDOWS)
endif()
if(SDL_MISC)
if(WINDOWS_STORE)
file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/winrt/*.cpp)
else()
file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/windows/*.c)
endif()
file(GLOB MISC_SOURCES ${SDL3_SOURCE_DIR}/src/misc/windows/*.c)
list(APPEND SOURCE_FILES ${MISC_SOURCES})
set(HAVE_SDL_MISC TRUE)
endif()
@@ -1713,7 +1698,7 @@ elseif(WINDOWS)
check_include_file(ddraw.h HAVE_DDRAW_H)
check_include_file(dsound.h HAVE_DSOUND_H)
check_include_file(dinput.h HAVE_DINPUT_H)
if(WINDOWS_STORE OR CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
if(CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
set(HAVE_DINPUT_H 0)
endif()
check_include_file(dxgi.h HAVE_DXGI_H)
@@ -1760,7 +1745,7 @@ elseif(WINDOWS)
check_include_file(shellscalingapi.h HAVE_SHELLSCALINGAPI_H)
if(SDL_AUDIO)
if(HAVE_DSOUND_H AND NOT WINDOWS_STORE)
if(HAVE_DSOUND_H)
set(SDL_AUDIO_DRIVER_DSOUND 1)
file(GLOB DSOUND_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/directsound/*.c)
list(APPEND SOURCE_FILES ${DSOUND_AUDIO_SOURCES})
@@ -1771,9 +1756,6 @@ elseif(WINDOWS)
set(SDL_AUDIO_DRIVER_WASAPI 1)
set(HAVE_WASAPI TRUE)
file(GLOB WASAPI_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/wasapi/*.c)
if(WINDOWS_STORE)
list(APPEND WASAPI_AUDIO_SOURCES ${SDL3_SOURCE_DIR}/src/audio/wasapi/SDL_wasapi_winrt.cpp)
endif()
list(APPEND SOURCE_FILES ${WASAPI_AUDIO_SOURCES})
set(HAVE_SDL_AUDIO TRUE)
endif()
@@ -1784,20 +1766,11 @@ elseif(WINDOWS)
if(NOT SDL_LOADSO)
message_error("SDL_VIDEO requires SDL_LOADSO, which is not enabled")
endif()
if(WINDOWS_STORE)
set(SDL_VIDEO_DRIVER_WINRT 1)
file(GLOB WIN_VIDEO_SOURCES
${SDL3_SOURCE_DIR}/src/video/winrt/*.c
${SDL3_SOURCE_DIR}/src/video/winrt/*.cpp
${SDL3_SOURCE_DIR}/src/render/direct3d11/*.cpp
)
else()
set(SDL_VIDEO_DRIVER_WINDOWS 1)
file(GLOB WIN_VIDEO_SOURCES ${SDL3_SOURCE_DIR}/src/video/windows/*.c)
endif()
set(SDL_VIDEO_DRIVER_WINDOWS 1)
file(GLOB WIN_VIDEO_SOURCES ${SDL3_SOURCE_DIR}/src/video/windows/*.c)
list(APPEND SOURCE_FILES ${WIN_VIDEO_SOURCES})
if(SDL_RENDER_D3D AND HAVE_D3D_H AND NOT WINDOWS_STORE)
if(SDL_RENDER_D3D AND HAVE_D3D_H)
set(SDL_VIDEO_RENDER_D3D 1)
set(HAVE_RENDER_D3D TRUE)
endif()
@@ -1805,7 +1778,7 @@ elseif(WINDOWS)
set(SDL_VIDEO_RENDER_D3D11 1)
set(HAVE_RENDER_D3D TRUE)
endif()
if(SDL_RENDER_D3D AND HAVE_D3D12_H AND NOT WINDOWS_STORE)
if(SDL_RENDER_D3D AND HAVE_D3D12_H)
set(SDL_VIDEO_RENDER_D3D12 1)
set(HAVE_RENDER_D3D TRUE)
endif()
@@ -1825,7 +1798,7 @@ elseif(WINDOWS)
set(HAVE_SDL_THREADS TRUE)
endif()
if(SDL_SENSOR AND HAVE_SENSORSAPI_H AND NOT WINDOWS_STORE)
if(SDL_SENSOR AND HAVE_SENSORSAPI_H)
set(SDL_SENSOR_WINDOWS 1)
set(HAVE_SDL_SENSORS TRUE)
file(GLOB WINDOWS_SENSOR_SOURCES ${SDL3_SOURCE_DIR}/src/sensor/windows/*.c)
@@ -1833,50 +1806,26 @@ elseif(WINDOWS)
endif()
if(SDL_POWER)
if(WINDOWS_STORE)
set(SDL_POWER_WINRT 1)
list(APPEND SOURCE_FILES ${SDL3_SOURCE_DIR}/src/power/winrt/SDL_syspower.cpp)
else()
set(SDL_POWER_WINDOWS 1)
list(APPEND SOURCE_FILES ${SDL3_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
set(HAVE_SDL_POWER TRUE)
endif()
set(SDL_POWER_WINDOWS 1)
list(APPEND SOURCE_FILES ${SDL3_SOURCE_DIR}/src/power/windows/SDL_syspower.c)
set(HAVE_SDL_POWER TRUE)
endif()
if(SDL_LOCALE)
if(WINDOWS_STORE)
file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/winrt/*.c)
else()
file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/windows/*.c)
endif()
file(GLOB LOCALE_SOURCES ${SDL3_SOURCE_DIR}/src/locale/windows/*.c)
list(APPEND SOURCE_FILES ${LOCALE_SOURCES})
set(HAVE_SDL_LOCALE TRUE)
endif()
if(SDL_FILESYSTEM)
set(SDL_FILESYSTEM_WINDOWS 1)
if(WINDOWS_STORE)
file(GLOB FILESYSTEM_SOURCES ${SDL3_SOURCE_DIR}/src/filesystem/winrt/*.cpp)
else()
file(GLOB FILESYSTEM_SOURCES ${SDL3_SOURCE_DIR}/src/filesystem/windows/*.c)
endif()
file(GLOB FILESYSTEM_SOURCES ${SDL3_SOURCE_DIR}/src/filesystem/windows/*.c)
list(APPEND SOURCE_FILES ${FILESYSTEM_SOURCES})
set(HAVE_SDL_FILESYSTEM TRUE)
endif()
# Libraries for Win32 native and MinGW
if(NOT WINDOWS_STORE)
list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
endif()
if(WINDOWS_STORE)
list(APPEND EXTRA_LIBS
-nodefaultlib:vccorlib$<$<CONFIG:Debug>:d>
-nodefaultlib:msvcrt$<$<CONFIG:Debug>:d>
vccorlib$<$<CONFIG:Debug>:d>.lib
msvcrt$<$<CONFIG:Debug>:d>.lib
)
endif()
list(APPEND EXTRA_LIBS user32 gdi32 winmm imm32 ole32 oleaut32 version uuid advapi32 setupapi shell32)
if(SDL_TIMERS)
set(SDL_TIMER_WINDOWS 1)
@@ -1896,7 +1845,7 @@ elseif(WINDOWS)
list(APPEND SOURCE_FILES ${CORE_SOURCES})
if(SDL_VIDEO)
if(SDL_OPENGL AND NOT WINDOWS_STORE)
if(SDL_OPENGL)
set(SDL_VIDEO_OPENGL 1)
set(SDL_VIDEO_OPENGL_WGL 1)
set(SDL_VIDEO_RENDER_OGL 1)
@@ -1924,18 +1873,14 @@ elseif(WINDOWS)
file(GLOB JOYSTICK_SOURCES ${SDL3_SOURCE_DIR}/src/joystick/windows/*.c)
list(APPEND SOURCE_FILES ${JOYSTICK_SOURCES})
if(NOT WINDOWS_STORE)
set(SDL_JOYSTICK_RAWINPUT 1)
endif()
set(SDL_JOYSTICK_RAWINPUT 1)
if(HAVE_DINPUT_H)
set(SDL_JOYSTICK_DINPUT 1)
list(APPEND EXTRA_LIBS dinput8)
endif()
if(HAVE_XINPUT_H)
if(NOT WINDOWS_STORE)
set(SDL_JOYSTICK_XINPUT 1)
set(HAVE_XINPUT TRUE)
endif()
set(SDL_JOYSTICK_XINPUT 1)
set(HAVE_XINPUT TRUE)
if(HAVE_WINDOWS_GAMING_INPUT_H)
set(SDL_JOYSTICK_WGI 1)
endif()
@@ -1943,7 +1888,7 @@ elseif(WINDOWS)
set(HAVE_SDL_JOYSTICK TRUE)
if(SDL_HAPTIC)
if((HAVE_DINPUT_H OR HAVE_XINPUT_H) AND NOT WINDOWS_STORE)
if(HAVE_DINPUT_H OR HAVE_XINPUT_H)
file(GLOB HAPTIC_SOURCES ${SDL3_SOURCE_DIR}/src/haptic/windows/*.c)
if(HAVE_DINPUT_H)
set(SDL_HAPTIC_DINPUT 1)
@@ -3117,7 +3062,7 @@ endif()
# Ensure that the extra cflags are used at compile time
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${EXTRA_CFLAGS} ${EXTRA_CFLAGS_BUILD}")
if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
if(NOT SDL3_DISABLE_SDL3MAIN)
# Build SDLmain
add_library(SDL3main STATIC ${SDLMAIN_SOURCES})
add_dependencies(SDL3main sdl_headers_copy)
@@ -3199,10 +3144,8 @@ if(SDL_SHARED)
# Note: The clang toolset for Visual Studio does not support /NODEFAULTLIB.
if(MSVC AND NOT SDL_LIBC AND NOT MSVC_CLANG AND NOT CMAKE_GENERATOR_PLATFORM STREQUAL "ARM")
# Don't try to link with the default set of libraries.
if(NOT WINDOWS_STORE)
set_target_properties(SDL3 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
set_target_properties(SDL3 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
endif()
set_target_properties(SDL3 PROPERTIES LINK_FLAGS_RELEASE "/NODEFAULTLIB")
set_target_properties(SDL3 PROPERTIES LINK_FLAGS_DEBUG "/NODEFAULTLIB")
set_target_properties(SDL3 PROPERTIES STATIC_LIBRARY_FLAGS "/NODEFAULTLIB")
endif()
# FIXME: if CMAKE_VERSION >= 3.13, use target_link_options for EXTRA_LDFLAGS
@@ -3284,7 +3227,7 @@ if(NOT SDL3_DISABLE_INSTALL)
RUNTIME DESTINATION "${CMAKE_INSTALL_BINDIR}")
endif()
if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
if(NOT SDL3_DISABLE_SDL3MAIN)
install(TARGETS SDL3main EXPORT SDL3mainTargets
LIBRARY DESTINATION "${CMAKE_INSTALL_LIBDIR}"
ARCHIVE DESTINATION "${CMAKE_INSTALL_LIBDIR}"
@@ -3337,7 +3280,7 @@ if(NOT SDL3_DISABLE_INSTALL)
endif()
endif()
if(NOT WINDOWS_STORE AND NOT SDL3_DISABLE_SDL3MAIN)
if(NOT SDL3_DISABLE_SDL3MAIN)
install(EXPORT SDL3mainTargets
FILE SDL3mainTargets.cmake
NAMESPACE SDL3::

View File

@@ -51,7 +51,7 @@ WAYLAND_SCANNER_CODE_MODE = @WAYLAND_SCANNER_CODE_MODE@
INSTALL_SDL3_CONFIG = @INSTALL_SDL3_CONFIG@
SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl3-config.cmake.in sdl3-config-version.cmake.in sdl3-config.in sdl3.m4 sdl3.pc.in SDL3.spec.in SDL3Config.cmake.in src test VisualC VisualC-WinRT Xcode Xcode-iOS wayland-protocols
SRC_DIST = *.md *.txt acinclude Android.mk autogen.sh android-project build-scripts cmake cmake_uninstall.cmake.in configure configure.ac docs include Makefile.* mingw sdl3-config.cmake.in sdl3-config-version.cmake.in sdl3-config.in sdl3.m4 sdl3.pc.in SDL3.spec.in SDL3Config.cmake.in src test VisualC Xcode Xcode-iOS wayland-protocols
GEN_DIST = SDL3.spec
ifneq ($V,1)

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@@ -1,40 +0,0 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SDL3-UWP", "SDL-UWP.vcxproj", "{89E9B32E-A86A-47C3-A948-D2B1622925CE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM = Debug|ARM
Debug|ARM64 = Debug|ARM64
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM = Release|ARM
Release|ARM64 = Release|ARM64
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.ActiveCfg = Debug|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM.Build.0 = Debug|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM64.ActiveCfg = Debug|ARM64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|ARM64.Build.0 = Debug|ARM64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.ActiveCfg = Debug|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x64.Build.0 = Debug|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.ActiveCfg = Debug|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Debug|x86.Build.0 = Debug|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.ActiveCfg = Release|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM.Build.0 = Release|ARM
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM64.ActiveCfg = Release|ARM64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|ARM64.Build.0 = Release|ARM64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.ActiveCfg = Release|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x64.Build.0 = Release|x64
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.ActiveCfg = Release|Win32
{89E9B32E-A86A-47C3-A948-D2B1622925CE}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -119,12 +119,6 @@ $funcs{'SDL_DetachThread'} = '2.0.2';
$funcs{'SDL_GL_ResetAttributes'} = '2.0.2';
$funcs{'SDL_DXGIGetOutputInfo'} = '2.0.2';
# these are incorrect in the dynapi header, because we forgot to add them
# until a later release, but are available in the older release.
$funcs{'SDL_WinRTGetFSPathUNICODE'} = '2.0.3';
$funcs{'SDL_WinRTGetFSPathUTF8'} = '2.0.3';
$funcs{'SDL_WinRTRunApp'} = '2.0.3';
if (not defined $wikipath) {
foreach my $release (@releases) {
foreach my $fn (sort keys %funcs) {

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@@ -29,7 +29,7 @@ add_feature_info("TEST_STATIC" TEST_STATIC "Test linking with static library")
if(TEST_SHARED)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3)
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
if(EMSCRIPTEN OR WIN32)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main)
endif()
add_executable(gui-shared WIN32 main_gui.c)
@@ -79,7 +79,7 @@ endif()
if(TEST_STATIC)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3-static)
if(EMSCRIPTEN OR (WIN32 AND NOT WINDOWS_STORE))
if(EMSCRIPTEN OR WIN32)
find_package(SDL3 REQUIRED CONFIG COMPONENTS SDL3main)
endif()
add_executable(gui-static WIN32 main_gui.c)

File diff suppressed because it is too large Load Diff

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@@ -41,7 +41,6 @@ More documentation and FAQs are available online at [the wiki](http://wiki.libsd
- [Touch](README-touch.md)
- [Versions](README-versions.md)
- [Windows](README-windows.md)
- [WinRT](README-winrt.md)
- [PSVita](README-vita.md)
- [Nokia N-Gage](README-ngage.md)

View File

@@ -31,8 +31,6 @@
/* Add any platform that doesn't build using the configure system. */
#if defined(__WIN32__)
#include "SDL_config_windows.h"
#elif defined(__WINRT__)
#include "SDL_config_winrt.h"
#elif defined(__WINGDK__)
#include "SDL_config_wingdk.h"
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)

View File

@@ -388,7 +388,6 @@
#cmakedefine SDL_VIDEO_DRIVER_DUMMY @SDL_VIDEO_DRIVER_DUMMY@
#cmakedefine SDL_VIDEO_DRIVER_OFFSCREEN @SDL_VIDEO_DRIVER_OFFSCREEN@
#cmakedefine SDL_VIDEO_DRIVER_WINDOWS @SDL_VIDEO_DRIVER_WINDOWS@
#cmakedefine SDL_VIDEO_DRIVER_WINRT @SDL_VIDEO_DRIVER_WINRT@
#cmakedefine SDL_VIDEO_DRIVER_WAYLAND @SDL_VIDEO_DRIVER_WAYLAND@
#cmakedefine SDL_VIDEO_DRIVER_RPI @SDL_VIDEO_DRIVER_RPI@
#cmakedefine SDL_VIDEO_DRIVER_VIVANTE @SDL_VIDEO_DRIVER_VIVANTE@
@@ -460,7 +459,6 @@
#cmakedefine SDL_POWER_ANDROID @SDL_POWER_ANDROID@
#cmakedefine SDL_POWER_LINUX @SDL_POWER_LINUX@
#cmakedefine SDL_POWER_WINDOWS @SDL_POWER_WINDOWS@
#cmakedefine SDL_POWER_WINRT @SDL_POWER_WINRT@
#cmakedefine SDL_POWER_MACOSX @SDL_POWER_MACOSX@
#cmakedefine SDL_POWER_UIKIT @SDL_POWER_UIKIT@
#cmakedefine SDL_POWER_HAIKU @SDL_POWER_HAIKU@

View File

@@ -240,9 +240,7 @@ typedef unsigned int uintptr_t;
/* Enable various input drivers */
#define SDL_JOYSTICK_DINPUT 1
#define SDL_JOYSTICK_HIDAPI 1
#ifndef __WINRT__
#define SDL_JOYSTICK_RAWINPUT 1
#endif
#define SDL_JOYSTICK_VIRTUAL 1
#ifdef HAVE_WINDOWS_GAMING_INPUT_H
#define SDL_JOYSTICK_WGI 1

View File

@@ -1,220 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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_winrt_h_
#define SDL_config_winrt_h_
#define SDL_config_h_
#include "SDL_platform.h"
/* Make sure the Windows SDK's NTDDI_VERSION macro gets defined. This is used
by SDL to determine which version of the Windows SDK is being used.
*/
#include <sdkddkver.h>
/* Define possibly-undefined NTDDI values (used when compiling SDL against
older versions of the Windows SDK.
*/
#ifndef NTDDI_WINBLUE
#define NTDDI_WINBLUE 0x06030000
#endif
#ifndef NTDDI_WIN10
#define NTDDI_WIN10 0x0A000000
#endif
/* This is a set of defines to configure the SDL features */
#ifdef _WIN64
# define SIZEOF_VOIDP 8
#else
# define SIZEOF_VOIDP 4
#endif
#ifdef __clang__
# define HAVE_GCC_ATOMICS 1
#endif
/* Useful headers */
#define HAVE_DXGI_H 1
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
#define HAVE_XINPUT_H 1
#endif
#define HAVE_MMDEVICEAPI_H 1
#define HAVE_AUDIOCLIENT_H 1
#define HAVE_TPCSHRD_H 1
#define HAVE_LIBC 1
#define STDC_HEADERS 1
#define HAVE_CTYPE_H 1
#define HAVE_FLOAT_H 1
#define HAVE_LIMITS_H 1
#define HAVE_MATH_H 1
#define HAVE_SIGNAL_H 1
#define HAVE_STDINT_H 1
#define HAVE_STDIO_H 1
#define HAVE_STRING_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_BSEARCH 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_STRCHR 1
#define HAVE_STRRCHR 1
#define HAVE_STRSTR 1
#define HAVE_STRTOL 1
#define HAVE_STRTOUL 1
/* #undef HAVE_STRTOLL */
/* #undef HAVE_STRTOULL */
#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
/* TODO, WinRT: consider using ??_s versions of the following */
/* #undef HAVE__STRLWR */
/* #undef HAVE_ITOA */
/* #undef HAVE__LTOA */
/* #undef HAVE__ULTOA */
/* #undef HAVE_SSCANF */
#define HAVE_M_PI 1
#define HAVE_ACOS 1
#define HAVE_ACOSF 1
#define HAVE_ASIN 1
#define HAVE_ASINF 1
#define HAVE_ATAN 1
#define HAVE_ATANF 1
#define HAVE_ATAN2 1
#define HAVE_ATAN2F 1
#define HAVE_CEIL 1
#define HAVE_CEILF 1
#define HAVE__COPYSIGN 1
#define HAVE_COS 1
#define HAVE_COSF 1
#define HAVE_EXP 1
#define HAVE_EXPF 1
#define HAVE_FABS 1
#define HAVE_FABSF 1
#define HAVE_FLOOR 1
#define HAVE_FLOORF 1
#define HAVE_FMOD 1
#define HAVE_FMODF 1
#define HAVE_LOG 1
#define HAVE_LOGF 1
#define HAVE_LOG10 1
#define HAVE_LOG10F 1
#define HAVE_LROUND 1
#define HAVE_LROUNDF 1
#define HAVE_POW 1
#define HAVE_POWF 1
#define HAVE_ROUND 1
#define HAVE_ROUNDF 1
#define HAVE__SCALB 1
#define HAVE_SIN 1
#define HAVE_SINF 1
#define HAVE_SQRT 1
#define HAVE_SQRTF 1
#define HAVE_TAN 1
#define HAVE_TANF 1
#define HAVE_TRUNC 1
#define HAVE_TRUNCF 1
#define HAVE__FSEEKI64 1
#define HAVE_ROAPI_H 1
/* Enable various audio drivers */
#define SDL_AUDIO_DRIVER_WASAPI 1
#define SDL_AUDIO_DRIVER_DISK 1
#define SDL_AUDIO_DRIVER_DUMMY 1
/* Enable various input drivers */
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
#define SDL_JOYSTICK_DISABLED 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_VIRTUAL 1
#if (NTDDI_VERSION >= NTDDI_WIN10)
#define SDL_JOYSTICK_WGI 1
#define SDL_HAPTIC_DISABLED 1
#else
#define SDL_JOYSTICK_XINPUT 1
#define SDL_HAPTIC_XINPUT 1
#endif /* WIN10 */
#endif
/* WinRT doesn't have HIDAPI available */
#define SDL_HIDAPI_DISABLED 1
/* Enable the dummy sensor driver */
#define SDL_SENSOR_DUMMY 1
/* Enable various shared object loading systems */
#define SDL_LOADSO_WINDOWS 1
/* Enable various threading systems */
#if (NTDDI_VERSION >= NTDDI_WINBLUE)
#define SDL_THREAD_GENERIC_COND_SUFFIX 1
#define SDL_THREAD_WINDOWS 1
#else
/* WinRT on Windows 8.0 and Windows Phone 8.0 don't support CreateThread() */
#define SDL_THREAD_STDCPP 1
#endif
/* 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) */
#define SDL_VIDEO_OPENGL_ES2 1
#define SDL_VIDEO_OPENGL_EGL 1
/* Enable appropriate renderer(s) */
#define SDL_VIDEO_RENDER_D3D11 1
/* Disable D3D12 as it's not implemented for WinRT */
#define SDL_VIDEO_RENDER_D3D12 0
#if SDL_VIDEO_OPENGL_ES2
#define SDL_VIDEO_RENDER_OGL_ES2 1
#endif
/* Enable system power support */
#define SDL_POWER_WINRT 1
#endif /* SDL_config_winrt_h_ */

View File

@@ -79,7 +79,7 @@ _m_prefetch(void *__P)
#if !defined(SDL_DISABLE_ARM_NEON_H)
# if defined(__ARM_NEON)
# include <arm_neon.h>
# elif defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)
# elif defined(__WINDOWS__) || defined(__GDK__)
/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */
# if defined(_M_ARM)
# include <armintr.h>

View File

@@ -39,18 +39,6 @@
*/
#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(__GDK__)
/* On GDK, SDL provides a main function that initializes the game runtime.
@@ -208,22 +196,6 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* defined(__WIN32__) || defined(__GDK__) */
#ifdef __WINRT__
/**
* Initialize and launch an SDL/WinRT application.
*
* \param mainFunction the SDL app's C-style main(), an SDL_main_func
* \param reserved reserved for future use; should be NULL
* \returns 0 on success or -1 on failure; call SDL_GetError() to retrieve
* more information on the failure.
*
* \since This function is available since SDL 2.0.3.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(SDL_main_func mainFunction, void * reserved);
#endif /* __WINRT__ */
#if defined(__IPHONEOS__)
/**

View File

@@ -167,8 +167,7 @@
#endif /* HAVE_WINAPIFAMILY_H */
#if WINAPI_FAMILY_WINRT
#undef __WINRT__
#define __WINRT__ 1
#error WinRT no longer supported.
#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */
#undef __WINGDK__
#define __WINGDK__ 1

View File

@@ -466,109 +466,6 @@ extern DECLSPEC int SDLCALL SDL_AndroidSendMessage(Uint32 command, int param);
#endif /* __ANDROID__ */
/* Platform specific functions for WinRT */
#ifdef __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 WinRT Device Family
*/
typedef enum
{
/** \brief Unknown family */
SDL_WINRT_DEVICEFAMILY_UNKNOWN,
/** \brief Desktop family*/
SDL_WINRT_DEVICEFAMILY_DESKTOP,
/** \brief Mobile family (for example smartphone) */
SDL_WINRT_DEVICEFAMILY_MOBILE,
/** \brief XBox family */
SDL_WINRT_DEVICEFAMILY_XBOX,
} SDL_WinRT_DeviceFamily;
/**
* Retrieve a WinRT defined path on the local file system.
*
* 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.
*
* Documentation on most app-specific path types on WinRT can be found on
* MSDN, at the URL:
*
* https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
*
* \param pathType the type of path to retrieve, one of SDL_WinRT_Path
* \returns a UCS-2 string (16-bit, wide-char) containing the path, or NULL if
* the path is not available for any reason; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.3.
*
* \sa SDL_WinRTGetFSPathUTF8
*/
extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path pathType);
/**
* Retrieve a WinRT defined path on the local file system.
*
* 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.
*
* Documentation on most app-specific path types on WinRT can be found on
* MSDN, at the URL:
*
* https://msdn.microsoft.com/en-us/library/windows/apps/hh464917.aspx
*
* \param pathType the type of path to retrieve, one of SDL_WinRT_Path
* \returns a UTF-8 string (8-bit, multi-byte) containing the path, or NULL if
* the path is not available for any reason; call SDL_GetError() for
* more information.
*
* \since This function is available since SDL 2.0.3.
*
* \sa SDL_WinRTGetFSPathUNICODE
*/
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
/**
* Detects the device family of WinRT platform at runtime.
*
* \returns a value from the SDL_WinRT_DeviceFamily enum.
*
* \since This function is available since SDL 2.0.8.
*/
extern DECLSPEC SDL_WinRT_DeviceFamily SDLCALL SDL_WinRTGetDeviceFamily();
#endif /* __WINRT__ */
/**
* Query if the current device is a tablet.
*

View File

@@ -55,10 +55,6 @@ 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__)
@@ -132,7 +128,6 @@ typedef enum
SDL_SYSWM_COCOA,
SDL_SYSWM_UIKIT,
SDL_SYSWM_WAYLAND,
SDL_SYSWM_WINRT,
SDL_SYSWM_ANDROID,
SDL_SYSWM_VIVANTE,
SDL_SYSWM_HAIKU,
@@ -211,12 +206,6 @@ struct SDL_SysWMinfo
HINSTANCE hinstance; /**< The instance handle */
} win;
#endif
#if defined(SDL_VIDEO_DRIVER_WINRT)
struct
{
IInspectable * window; /**< The WinRT CoreWindow */
} winrt;
#endif
#if defined(SDL_VIDEO_DRIVER_X11)
struct
{

View File

@@ -51,7 +51,7 @@
/* Some compilers use a special export keyword */
#ifndef DECLSPEC
# if defined(__WIN32__) || defined(__WINRT__) || defined(__CYGWIN__) || defined(__GDK__)
# if defined(__WIN32__) || defined(__CYGWIN__) || defined(__GDK__)
# ifdef DLL_EXPORT
# define DECLSPEC __declspec(dllexport)
# else
@@ -68,7 +68,7 @@
/* By default SDL uses the C calling convention */
#ifndef SDLCALL
#if (defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)) && !defined(__GNUC__)
#if (defined(__WIN32__) || defined(__GDK__)) && !defined(__GNUC__)
#define SDLCALL __cdecl
#else
#define SDLCALL

View File

@@ -22,7 +22,7 @@
#if defined(__WIN32__) || defined(__GDK__)
#include "core/windows/SDL_windows.h"
#elif !defined(__WINRT__)
#else
#include <unistd.h> /* _exit(), etc. */
#endif
@@ -575,8 +575,6 @@ SDL_GetPlatform(void)
return "Solaris";
#elif __WIN32__
return "Windows";
#elif __WINRT__
return "WinRT";
#elif __WINGDK__
return "WinGDK";
#elif __XBOXONE__

View File

@@ -20,7 +20,7 @@
*/
#include "./SDL_internal.h"
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
#if defined(__WIN32__) || defined(__GDK__)
#include "core/windows/SDL_windows.h"
#endif
@@ -366,7 +366,7 @@ SDL_LogMessageV(int category, SDL_LogPriority priority, const char *fmt, va_list
}
}
#if defined(__WIN32__) && !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__)
#if defined(__WIN32__) && !defined(HAVE_STDIO_H) && !defined(__GDK__)
/* Flag tracking the attachment of the console: 0=unattached, 1=attached to a console, 2=attached to a file, -1=error */
static int consoleAttached = 0;
@@ -378,7 +378,7 @@ static void SDLCALL
SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
const char *message)
{
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
#if defined(__WIN32__) || defined(__GDK__)
/* Way too many allocations here, urgh */
/* Note: One can't call SDL_SetError here, since that function itself logs. */
{
@@ -387,7 +387,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
LPTSTR tstr;
SDL_bool isstack;
#if !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__)
#if !defined(HAVE_STDIO_H) && !defined(__GDK__)
BOOL attachResult;
DWORD attachError;
DWORD charsWritten;
@@ -426,7 +426,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
}
}
}
#endif /* !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__) */
#endif /* !defined(HAVE_STDIO_H) && !defined(__GDK__) */
length = SDL_strlen(SDL_priority_prefixes[priority]) + 2 + SDL_strlen(message) + 1 + 1 + 1;
output = SDL_small_alloc(char, length, &isstack);
@@ -436,7 +436,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
/* Output to debugger */
OutputDebugString(tstr);
#if !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__)
#if !defined(HAVE_STDIO_H) && !defined(__GDK__)
/* Screen output to stderr, if console was attached. */
if (consoleAttached == 1) {
if (!WriteConsole(stderrHandle, tstr, (DWORD) SDL_tcslen(tstr), &charsWritten, NULL)) {
@@ -451,7 +451,7 @@ SDL_LogOutput(void *userdata, int category, SDL_LogPriority priority,
OutputDebugString(TEXT("Error calling WriteFile\r\n"));
}
}
#endif /* !defined(HAVE_STDIO_H) && !defined(__WINRT__) && !defined(__GDK__) */
#endif /* !defined(HAVE_STDIO_H) && !defined(__GDK__) */
SDL_free(tstr);
SDL_small_free(output, isstack);

View File

@@ -20,7 +20,7 @@
*/
#include "../SDL_internal.h"
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
#if defined(__WIN32__) || defined(__GDK__)
#include "../core/windows/SDL_windows.h"
#endif

View File

@@ -419,7 +419,7 @@ WASAPI_PrepDevice(_THIS, const SDL_bool updatestream)
SDL_assert(client != NULL);
#if defined(__WINRT__) || defined(__GDK__) /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */
#if defined(__GDK__) /* CreateEventEx() arrived in Vista, so we need an #ifdef for XP. */
this->hidden->event = CreateEventEx(NULL, NULL, 0, EVENT_ALL_ACCESS);
#else
this->hidden->event = CreateEventW(NULL, 0, 0, NULL);

View File

@@ -26,7 +26,7 @@
The code in SDL_wasapi.c is used by both standard Windows and WinRT builds
to deal with audio and calls into these functions. */
#if SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__)
#if SDL_AUDIO_DRIVER_WASAPI
#include "../../core/windows/SDL_windows.h"
#include "../../core/windows/SDL_immdevice.h"
@@ -156,7 +156,7 @@ WASAPI_PlatformDeleteActivationHandler(void *handler)
SDL_assert(!"This function should have only been called on WinRT.");
}
#endif /* SDL_AUDIO_DRIVER_WASAPI && !defined(__WINRT__) */
#endif /* SDL_AUDIO_DRIVER_WASAPI */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -1,447 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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"
// This is C++/CX code that the WinRT port uses to talk to WASAPI-related
// system APIs. The C implementation of these functions, for non-WinRT apps,
// is in SDL_wasapi_win32.c. The code in SDL_wasapi.c is used by both standard
// Windows and WinRT builds to deal with audio and calls into these functions.
#if SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
#include <Windows.h>
#include <windows.ui.core.h>
#include <windows.devices.enumeration.h>
#include <windows.media.devices.h>
#include <wrl/implements.h>
#include <collection.h>
extern "C" {
#include "../../core/windows/SDL_windows.h"
#include "SDL_audio.h"
#include "SDL_timer.h"
#include "../SDL_audio_c.h"
#include "../SDL_sysaudio.h"
}
#define COBJMACROS
#include <mmdeviceapi.h>
#include <audioclient.h>
#include "SDL_wasapi.h"
using namespace Windows::Devices::Enumeration;
using namespace Windows::Media::Devices;
using namespace Windows::Foundation;
using namespace Microsoft::WRL;
static Platform::String^ SDL_PKEY_AudioEngine_DeviceFormat = L"{f19f064d-082c-4e27-bc73-6882a1bb8e4c} 0";
static void WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, WAVEFORMATEXTENSIBLE *fmt, LPCWSTR devid);
static void WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid);
extern "C" {
SDL_atomic_t SDL_IMMDevice_DefaultPlaybackGeneration;
SDL_atomic_t SDL_IMMDevice_DefaultCaptureGeneration;
}
/* This is a list of device id strings we have inflight, so we have consistent pointers to the same device. */
typedef struct DevIdList
{
WCHAR *str;
struct DevIdList *next;
} DevIdList;
static DevIdList *deviceid_list = NULL;
class SDL_WasapiDeviceEventHandler
{
public:
SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture);
~SDL_WasapiDeviceEventHandler();
void OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ args);
void OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
void OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args);
void OnEnumerationCompleted(DeviceWatcher^ sender, Platform::Object^ args);
void OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args);
void OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args);
SDL_semaphore* completed;
private:
const SDL_bool iscapture;
DeviceWatcher^ watcher;
Windows::Foundation::EventRegistrationToken added_handler;
Windows::Foundation::EventRegistrationToken removed_handler;
Windows::Foundation::EventRegistrationToken updated_handler;
Windows::Foundation::EventRegistrationToken completed_handler;
Windows::Foundation::EventRegistrationToken default_changed_handler;
};
SDL_WasapiDeviceEventHandler::SDL_WasapiDeviceEventHandler(const SDL_bool _iscapture)
: iscapture(_iscapture)
, completed(SDL_CreateSemaphore(0))
{
if (!completed)
return; // uhoh.
Platform::String^ selector = _iscapture ? MediaDevice::GetAudioCaptureSelector() :
MediaDevice::GetAudioRenderSelector();
Platform::Collections::Vector<Platform::String^> properties;
properties.Append(SDL_PKEY_AudioEngine_DeviceFormat);
watcher = DeviceInformation::CreateWatcher(selector, properties.GetView());
if (!watcher)
return; // uhoh.
// !!! FIXME: this doesn't need a lambda here, I think, if I make SDL_WasapiDeviceEventHandler a proper C++/CX class. --ryan.
added_handler = watcher->Added += ref new TypedEventHandler<DeviceWatcher^, DeviceInformation^>([this](DeviceWatcher^ sender, DeviceInformation^ args) { OnDeviceAdded(sender, args); } );
removed_handler = watcher->Removed += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceRemoved(sender, args); } );
updated_handler = watcher->Updated += ref new TypedEventHandler<DeviceWatcher^, DeviceInformationUpdate^>([this](DeviceWatcher^ sender, DeviceInformationUpdate^ args) { OnDeviceUpdated(sender, args); } );
completed_handler = watcher->EnumerationCompleted += ref new TypedEventHandler<DeviceWatcher^, Platform::Object^>([this](DeviceWatcher^ sender, Platform::Object^ args) { OnEnumerationCompleted(sender, args); } );
if (iscapture) {
default_changed_handler = MediaDevice::DefaultAudioCaptureDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioCaptureDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args) { OnDefaultCaptureDeviceChanged(sender, args); } );
} else {
default_changed_handler = MediaDevice::DefaultAudioRenderDeviceChanged += ref new TypedEventHandler<Platform::Object^, DefaultAudioRenderDeviceChangedEventArgs^>([this](Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args) { OnDefaultRenderDeviceChanged(sender, args); } );
}
watcher->Start();
}
SDL_WasapiDeviceEventHandler::~SDL_WasapiDeviceEventHandler()
{
if (watcher) {
watcher->Added -= added_handler;
watcher->Removed -= removed_handler;
watcher->Updated -= updated_handler;
watcher->EnumerationCompleted -= completed_handler;
watcher->Stop();
watcher = nullptr;
}
if (completed) {
SDL_DestroySemaphore(completed);
completed = nullptr;
}
if (iscapture) {
MediaDevice::DefaultAudioCaptureDeviceChanged -= default_changed_handler;
} else {
MediaDevice::DefaultAudioRenderDeviceChanged -= default_changed_handler;
}
}
void
SDL_WasapiDeviceEventHandler::OnDeviceAdded(DeviceWatcher^ sender, DeviceInformation^ info)
{
SDL_assert(sender == this->watcher);
char *utf8dev = WIN_StringToUTF8(info->Name->Data());
if (utf8dev) {
WAVEFORMATEXTENSIBLE fmt;
Platform::Object^ obj = info->Properties->Lookup(SDL_PKEY_AudioEngine_DeviceFormat);
if (obj) {
IPropertyValue^ property = (IPropertyValue^) obj;
Platform::Array<unsigned char>^ data;
property->GetUInt8Array(&data);
SDL_memcpy(&fmt, data->Data, SDL_min(data->Length, sizeof(WAVEFORMATEXTENSIBLE)));
} else {
SDL_zero(fmt);
}
WASAPI_AddDevice(this->iscapture, utf8dev, &fmt, info->Id->Data());
SDL_free(utf8dev);
}
}
void
SDL_WasapiDeviceEventHandler::OnDeviceRemoved(DeviceWatcher^ sender, DeviceInformationUpdate^ info)
{
SDL_assert(sender == this->watcher);
WASAPI_RemoveDevice(this->iscapture, info->Id->Data());
}
void
SDL_WasapiDeviceEventHandler::OnDeviceUpdated(DeviceWatcher^ sender, DeviceInformationUpdate^ args)
{
SDL_assert(sender == this->watcher);
}
void
SDL_WasapiDeviceEventHandler::OnEnumerationCompleted(DeviceWatcher^ sender, Platform::Object^ args)
{
SDL_assert(sender == this->watcher);
SDL_SemPost(this->completed);
}
void
SDL_WasapiDeviceEventHandler::OnDefaultRenderDeviceChanged(Platform::Object^ sender, DefaultAudioRenderDeviceChangedEventArgs^ args)
{
SDL_assert(this->iscapture);
SDL_AtomicAdd(&SDL_IMMDevice_DefaultPlaybackGeneration, 1);
}
void
SDL_WasapiDeviceEventHandler::OnDefaultCaptureDeviceChanged(Platform::Object^ sender, DefaultAudioCaptureDeviceChangedEventArgs^ args)
{
SDL_assert(!this->iscapture);
SDL_AtomicAdd(&SDL_IMMDevice_DefaultCaptureGeneration, 1);
}
static SDL_WasapiDeviceEventHandler *playback_device_event_handler;
static SDL_WasapiDeviceEventHandler *capture_device_event_handler;
int WASAPI_PlatformInit(void)
{
SDL_AtomicSet(&SDL_IMMDevice_DefaultPlaybackGeneration, 1);
SDL_AtomicSet(&SDL_IMMDevice_DefaultCaptureGeneration, 1);
return 0;
}
void WASAPI_PlatformDeinit(void)
{
DevIdList *devidlist;
DevIdList *next;
delete playback_device_event_handler;
playback_device_event_handler = nullptr;
delete capture_device_event_handler;
capture_device_event_handler = nullptr;
for (devidlist = deviceid_list; devidlist; devidlist = next) {
next = devidlist->next;
SDL_free(devidlist->str);
SDL_free(devidlist);
}
deviceid_list = NULL;
}
void WASAPI_EnumerateEndpoints(void)
{
// DeviceWatchers will fire an Added event for each existing device at
// startup, so we don't need to enumerate them separately before
// listening for updates.
playback_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_FALSE);
capture_device_event_handler = new SDL_WasapiDeviceEventHandler(SDL_TRUE);
SDL_SemWait(playback_device_event_handler->completed);
SDL_SemWait(capture_device_event_handler->completed);
}
struct SDL_WasapiActivationHandler : public RuntimeClass< RuntimeClassFlags< ClassicCom >, FtmBase, IActivateAudioInterfaceCompletionHandler >
{
SDL_WasapiActivationHandler() : device(nullptr) {}
STDMETHOD(ActivateCompleted)(IActivateAudioInterfaceAsyncOperation *operation);
SDL_AudioDevice *device;
};
HRESULT
SDL_WasapiActivationHandler::ActivateCompleted(IActivateAudioInterfaceAsyncOperation *async)
{
// Just set a flag, since we're probably in a different thread. We'll pick it up and init everything on our own thread to prevent races.
SDL_AtomicSet(&device->hidden->just_activated, 1);
WASAPI_UnrefDevice(device);
return S_OK;
}
void
WASAPI_PlatformDeleteActivationHandler(void *handler)
{
((SDL_WasapiActivationHandler *) handler)->Release();
}
int
WASAPI_GetDefaultAudioInfo(char **name, SDL_AudioSpec *spec, int iscapture)
{
return SDL_Unsupported();
}
int
WASAPI_ActivateDevice(_THIS, const SDL_bool isrecovery)
{
LPCWSTR devid = _this->hidden->devid;
Platform::String^ defdevid;
if (devid == nullptr) {
defdevid = _this->iscapture ? MediaDevice::GetDefaultAudioCaptureId(AudioDeviceRole::Default) : MediaDevice::GetDefaultAudioRenderId(AudioDeviceRole::Default);
if (defdevid) {
devid = defdevid->Data();
}
}
SDL_AtomicSet(&_this->hidden->just_activated, 0);
ComPtr<SDL_WasapiActivationHandler> handler = Make<SDL_WasapiActivationHandler>();
if (handler == nullptr) {
return SDL_SetError("Failed to allocate WASAPI activation handler");
}
handler.Get()->AddRef(); // we hold a reference after ComPtr destructs on return, causing a Release, and Release ourselves in WASAPI_PlatformDeleteActivationHandler(), etc.
handler.Get()->device = _this;
_this->hidden->activation_handler = handler.Get();
WASAPI_RefDevice(_this); /* completion handler will unref it. */
IActivateAudioInterfaceAsyncOperation *async = nullptr;
const HRESULT ret = ActivateAudioInterfaceAsync(devid, __uuidof(IAudioClient), nullptr, handler.Get(), &async);
if (FAILED(ret) || async == nullptr) {
if (async != nullptr) {
async->Release();
}
handler.Get()->Release();
WASAPI_UnrefDevice(_this);
return WIN_SetErrorFromHRESULT("WASAPI can't activate requested audio endpoint", ret);
}
/* Spin until the async operation is complete.
* If we don't PrepDevice before leaving this function, the bug list gets LONG:
* - device.spec is not filled with the correct information
* - The 'obtained' spec will be wrong for ALLOW_CHANGE properties
* - SDL_AudioStreams will/will not be allocated at the right time
* - SDL_assert(device->callbackspec.size == device->spec.size) will fail
* - When the assert is ignored, skipping or a buffer overflow will occur
*/
while (!SDL_AtomicCAS(&_this->hidden->just_activated, 1, 0)) {
SDL_Delay(1);
}
HRESULT activateRes = S_OK;
IUnknown *iunknown = nullptr;
const HRESULT getActivateRes = async->GetActivateResult(&activateRes, &iunknown);
async->Release();
if (FAILED(getActivateRes)) {
return WIN_SetErrorFromHRESULT("Failed to get WASAPI activate result", getActivateRes);
} else if (FAILED(activateRes)) {
return WIN_SetErrorFromHRESULT("Failed to activate WASAPI device", activateRes);
}
iunknown->QueryInterface(IID_PPV_ARGS(&_this->hidden->client));
if (!_this->hidden->client) {
return SDL_SetError("Failed to query WASAPI client interface");
}
if (WASAPI_PrepDevice(_this, isrecovery) == -1) {
return -1;
}
return 0;
}
void
WASAPI_PlatformThreadInit(_THIS)
{
// !!! FIXME: set this thread to "Pro Audio" priority.
}
void
WASAPI_PlatformThreadDeinit(_THIS)
{
// !!! FIXME: set this thread to "Pro Audio" priority.
}
/* Everything below was copied from SDL_wasapi.c, before it got moved to SDL_immdevice.c! */
static const GUID SDL_KSDATAFORMAT_SUBTYPE_PCM = { 0x00000001, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
static const GUID SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT = { 0x00000003, 0x0000, 0x0010,{ 0x80, 0x00, 0x00, 0xaa, 0x00, 0x38, 0x9b, 0x71 } };
extern "C" SDL_AudioFormat
WaveFormatToSDLFormat(WAVEFORMATEX *waveformat)
{
if ((waveformat->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) && (waveformat->wBitsPerSample == 32)) {
return AUDIO_F32SYS;
} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 16)) {
return AUDIO_S16SYS;
} else if ((waveformat->wFormatTag == WAVE_FORMAT_PCM) && (waveformat->wBitsPerSample == 32)) {
return AUDIO_S32SYS;
} else if (waveformat->wFormatTag == WAVE_FORMAT_EXTENSIBLE) {
const WAVEFORMATEXTENSIBLE *ext = (const WAVEFORMATEXTENSIBLE *)waveformat;
if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
return AUDIO_F32SYS;
} else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 16)) {
return AUDIO_S16SYS;
} else if ((SDL_memcmp(&ext->SubFormat, &SDL_KSDATAFORMAT_SUBTYPE_PCM, sizeof(GUID)) == 0) && (waveformat->wBitsPerSample == 32)) {
return AUDIO_S32SYS;
}
}
return 0;
}
static void
WASAPI_RemoveDevice(const SDL_bool iscapture, LPCWSTR devid)
{
DevIdList *i;
DevIdList *next;
DevIdList *prev = NULL;
for (i = deviceid_list; i; i = next) {
next = i->next;
if (SDL_wcscmp(i->str, devid) == 0) {
if (prev) {
prev->next = next;
}
else {
deviceid_list = next;
}
SDL_RemoveAudioDevice(iscapture, i->str);
SDL_free(i->str);
SDL_free(i);
} else {
prev = i;
}
}
}
static void
WASAPI_AddDevice(const SDL_bool iscapture, const char *devname, WAVEFORMATEXTENSIBLE *fmt, LPCWSTR devid)
{
DevIdList *devidlist;
SDL_AudioSpec spec;
/* You can have multiple endpoints on a device that are mutually exclusive ("Speakers" vs "Line Out" or whatever).
In a perfect world, things that are unplugged won't be in this collection. The only gotcha is probably for
phones and tablets, where you might have an internal speaker and a headphone jack and expect both to be
available and switch automatically. (!!! FIXME...?) */
/* see if we already have this one. */
for (devidlist = deviceid_list; devidlist; devidlist = devidlist->next) {
if (SDL_wcscmp(devidlist->str, devid) == 0) {
return; /* we already have this. */
}
}
devidlist = (DevIdList *)SDL_malloc(sizeof(*devidlist));
if (!devidlist) {
return; /* oh well. */
}
devid = SDL_wcsdup(devid);
if (!devid) {
SDL_free(devidlist);
return; /* oh well. */
}
devidlist->str = (WCHAR *)devid;
devidlist->next = deviceid_list;
deviceid_list = devidlist;
SDL_zero(spec);
spec.channels = (Uint8)fmt->Format.nChannels;
spec.freq = fmt->Format.nSamplesPerSec;
spec.format = WaveFormatToSDLFormat((WAVEFORMATEX *)fmt);
SDL_AddAudioDevice(iscapture, devname, &spec, (void *)devid);
}
#endif // SDL_AUDIO_DRIVER_WASAPI && defined(__WINRT__)
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -20,8 +20,6 @@
*/
#include "../../SDL_internal.h"
#ifndef __WINRT__
#include "SDL_hid.h"
@@ -85,6 +83,4 @@ WIN_UnloadHIDDLL(void)
}
}
#endif /* !__WINRT__ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -25,8 +25,6 @@
#include "SDL_windows.h"
#ifndef __WINRT__
typedef LONG NTSTATUS;
typedef USHORT USAGE;
typedef struct _HIDP_PREPARSED_DATA *PHIDP_PREPARSED_DATA;
@@ -197,8 +195,6 @@ extern HidP_GetValueCaps_t SDL_HidP_GetValueCaps;
extern HidP_MaxDataListLength_t SDL_HidP_MaxDataListLength;
extern HidP_GetData_t SDL_HidP_GetData;
#endif /* !__WINRT__ */
#endif /* SDL_hid_h_ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -20,7 +20,7 @@
*/
#include "../../SDL_internal.h"
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
#if defined(__WIN32__) || defined(__GDK__)
#include "SDL_windows.h"
#include "SDL_error.h"
@@ -89,14 +89,7 @@ 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;
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
/* On Xbox, there's no need to call CoInitializeEx (and it's not implemented) */
return S_OK;
#else
@@ -118,12 +111,9 @@ WIN_CoInitialize(void)
void
WIN_CoUninitialize(void)
{
#ifndef __WINRT__
CoUninitialize();
#endif
}
#ifndef __WINRT__
void *
WIN_LoadComBaseFunction(const char *name)
{
@@ -140,14 +130,10 @@ WIN_LoadComBaseFunction(const char *name)
return NULL;
}
}
#endif
HRESULT
WIN_RoInitialize(void)
{
#ifdef __WINRT__
return S_OK;
#else
typedef HRESULT (WINAPI *RoInitialize_t)(RO_INIT_TYPE initType);
RoInitialize_t RoInitializeFunc = (RoInitialize_t)WIN_LoadComBaseFunction("RoInitialize");
if (RoInitializeFunc) {
@@ -167,22 +153,19 @@ WIN_RoInitialize(void)
} else {
return E_NOINTERFACE;
}
#endif
}
void
WIN_RoUninitialize(void)
{
#ifndef __WINRT__
typedef void (WINAPI *RoUninitialize_t)(void);
RoUninitialize_t RoUninitializeFunc = (RoUninitialize_t)WIN_LoadComBaseFunction("RoUninitialize");
if (RoUninitializeFunc) {
RoUninitializeFunc();
}
#endif
}
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
static BOOL
IsWindowsVersionOrGreater(WORD wMajorVersion, WORD wMinorVersion, WORD wServicePackMajor)
{
@@ -206,7 +189,7 @@ IsWindowsVersionOrGreater(WORD wMajorVersion, WORD wMinorVersion, WORD wServiceP
BOOL WIN_IsWindowsVistaOrGreater(void)
{
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
return TRUE;
#else
return IsWindowsVersionOrGreater(HIBYTE(_WIN32_WINNT_VISTA), LOBYTE(_WIN32_WINNT_VISTA), 0);
@@ -215,7 +198,7 @@ BOOL WIN_IsWindowsVistaOrGreater(void)
BOOL WIN_IsWindows7OrGreater(void)
{
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
return TRUE;
#else
return IsWindowsVersionOrGreater(HIBYTE(_WIN32_WINNT_WIN7), LOBYTE(_WIN32_WINNT_WIN7), 0);
@@ -224,7 +207,7 @@ BOOL WIN_IsWindows7OrGreater(void)
BOOL WIN_IsWindows8OrGreater(void)
{
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
return TRUE;
#else
return IsWindowsVersionOrGreater(HIBYTE(_WIN32_WINNT_WIN8), LOBYTE(_WIN32_WINNT_WIN8), 0);
@@ -255,8 +238,8 @@ WASAPI doesn't need this. This is just for DirectSound/WinMM.
char *
WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
{
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
return WIN_StringToUTF8(name); /* No registry access on WinRT/UWP and Xbox, go with what we've got. */
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
return WIN_StringToUTF8(name); /* No registry access on Xbox, go with what we've got. */
#else
static const GUID nullguid = { 0 };
const unsigned char *ptr;
@@ -308,7 +291,7 @@ WIN_LookupAudioDeviceName(const WCHAR *name, const GUID *guid)
retval = WIN_StringToUTF8(strw);
SDL_free(strw);
return retval ? retval : WIN_StringToUTF8(name);
#endif /* if __WINRT__ / else */
#endif /**/
}
BOOL
@@ -341,6 +324,6 @@ WIN_RectToRECT(const SDL_Rect *sdlrect, RECT *winrect)
winrect->bottom = sdlrect->y + sdlrect->h - 1;
}
#endif /* defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__) */
#endif /* defined(__WIN32__) || defined(__GDK__) */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -120,10 +120,8 @@ 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);
#if !defined(__WINRT__)
/* Load a function from combase.dll */
void *WIN_LoadComBaseFunction(const char *name);
#endif
/* Wrap up the oddities of CoInitialize() into a common function. */
extern HRESULT WIN_CoInitialize(void);

View File

@@ -37,7 +37,7 @@ static HANDLE s_pXInputDLL = 0;
static int s_XInputDLLRefCount = 0;
#if defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
int
WIN_LoadXInputDLL(void)
@@ -70,7 +70,7 @@ WIN_UnloadXInputDLL(void)
{
}
#else /* !(defined(__WINRT__) || defined(__XBOXONE__) || defined(__XBOXSERIES__)) */
#else /* !(defined(__XBOXONE__) || defined(__XBOXSERIES__)) */
int
WIN_LoadXInputDLL(void)
@@ -138,7 +138,7 @@ WIN_UnloadXInputDLL(void)
}
}
#endif /* __WINRT__ */
#endif /**/
/* Ends C function definitions when using C++ */
#ifdef __cplusplus

View File

@@ -1,67 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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"
#include "SDL_main.h"
#include "SDL_system.h"
#include "SDL_winrtapp_direct3d.h"
#include "SDL_winrtapp_xaml.h"
#include <wrl.h>
int (*WINRT_SDLAppEntryPoint)(int, char **) = NULL;
extern "C" DECLSPEC int
SDL_WinRTRunApp(SDL_main_func mainFunction, void * xamlBackgroundPanel)
{
if (xamlBackgroundPanel) {
return SDL_WinRTInitXAMLApp(mainFunction, xamlBackgroundPanel);
} else {
if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
return 1;
}
return SDL_WinRTInitNonXAMLApp(mainFunction);
}
}
extern "C" DECLSPEC SDL_WinRT_DeviceFamily
SDL_WinRTGetDeviceFamily()
{
#if NTDDI_VERSION >= NTDDI_WIN10 /* !!! FIXME: I have no idea if this is the right test. This is a UWP API, I think. Older windows should...just return "mobile"? I don't know. --ryan. */
Platform::String^ deviceFamily = Windows::System::Profile::AnalyticsInfo::VersionInfo->DeviceFamily;
if (deviceFamily->Equals("Windows.Desktop"))
{
return SDL_WINRT_DEVICEFAMILY_DESKTOP;
}
else if (deviceFamily->Equals("Windows.Mobile"))
{
return SDL_WINRT_DEVICEFAMILY_MOBILE;
}
else if (deviceFamily->Equals("Windows.Xbox"))
{
return SDL_WINRT_DEVICEFAMILY_XBOX;
}
#endif
return SDL_WINRT_DEVICEFAMILY_UNKNOWN;
}

View File

@@ -1,31 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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 // SDL_winrtapp_common_h_

File diff suppressed because it is too large Load Diff

View File

@@ -1,92 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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 <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:
bool ShouldWaitForAppResumeEvents();
// Event Handlers.
#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10) // 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) && (NTDDI_VERSION < NTDDI_WIN10)
#if NTDDI_VERSION > NTDDI_WIN8
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
#else
void OnOrientationChanged(Platform::Object^ sender);
#endif
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
void OnLogicalDpiChanged(Platform::Object^ sender);
void OnAppActivated(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 OnWindowActivated(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowActivatedEventArgs^ 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 OnPointerEntered(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerExited(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);
void OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args);
#if NTDDI_VERSION >= NTDDI_WIN10
void OnBackButtonPressed(Platform::Object^ sender, Windows::UI::Core::BackRequestedEventArgs^ args);
#elif WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
#endif
#if NTDDI_VERSION >= NTDDI_WIN10
void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
#endif
private:
bool m_windowClosed;
bool m_windowVisible;
};
extern SDL_WinRTApp ^ SDL_WinRTGlobalApp;

View File

@@ -1,160 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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_internal.h"
#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
extern "C"
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_InvalidParamError("backgroundPanelAsIInspectable");
}
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
}

View File

@@ -1,33 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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_stdinc.h"
#ifdef __cplusplus
extern SDL_bool WINRT_XAMLWasEnabled;
extern int SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable);
#endif // ifdef __cplusplus
#endif // SDL_winrtapp_xaml_h_

View File

@@ -24,7 +24,7 @@
#include "../SDL_internal.h"
#endif
#if defined(__WIN32__) || defined(__WINRT__) || defined(__GDK__)
#if defined(__WIN32__) || defined(__GDK__)
#include "../core/windows/SDL_windows.h"
#endif
@@ -444,7 +444,7 @@ CPU_haveNEON(void)
query the OS kernel in a platform-specific way. :/ */
#if defined(SDL_CPUINFO_DISABLED)
return 0; /* disabled */
#elif (defined(__WINDOWS__) || defined(__WINRT__) || defined(__GDK__)) && (defined(_M_ARM) || defined(_M_ARM64))
#elif (defined(__WINDOWS__) || defined(__GDK__)) && (defined(_M_ARM) || defined(_M_ARM64))
/* Visual Studio, for ARM, doesn't define __ARM_ARCH. Handle this first. */
/* Seems to have been removed */
# if !defined(PF_ARM_NEON_INSTRUCTIONS_AVAILABLE)

View File

@@ -49,8 +49,6 @@
#define SDL_DYNAMIC_API 0
#elif defined(__EMSCRIPTEN__) && __EMSCRIPTEN__ /* probably not useful on Emscripten. */
#define SDL_DYNAMIC_API 0
#elif defined(SDL_BUILDING_WINRT) && SDL_BUILDING_WINRT /* probably not useful on WinRT, given current .dll loading restrictions */
#define SDL_DYNAMIC_API 0
#elif defined(__PS2__) && __PS2__
#define SDL_DYNAMIC_API 0
#elif defined(__PSP__) && __PSP__

View File

@@ -571,10 +571,7 @@
#define SDL_GetAssertionHandler SDL_GetAssertionHandler_REAL
#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_REAL
#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_REAL
#define SDL_WinRTRunApp SDL_WinRTRunApp_REAL
#define SDL_WarpMouseGlobal SDL_WarpMouseGlobal_REAL
#define SDL_WinRTGetFSPathUNICODE SDL_WinRTGetFSPathUNICODE_REAL
#define SDL_WinRTGetFSPathUTF8 SDL_WinRTGetFSPathUTF8_REAL
#define SDL_sqrtf SDL_sqrtf_REAL
#define SDL_tan SDL_tan_REAL
#define SDL_tanf SDL_tanf_REAL
@@ -663,7 +660,6 @@
#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_REAL
#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_REAL
#define SDL_IsAndroidTV SDL_IsAndroidTV_REAL
#define SDL_WinRTGetDeviceFamily SDL_WinRTGetDeviceFamily_REAL
#define SDL_log10 SDL_log10_REAL
#define SDL_log10f SDL_log10f_REAL
#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_REAL

View File

@@ -604,11 +604,6 @@ SDL_DYNAPI_PROC(SDL_AssertionHandler,SDL_GetAssertionHandler,(void **a),(a),retu
SDL_DYNAPI_PROC(SDL_bool,SDL_DXGIGetOutputInfo,(int a,int *b, int *c),(a,b,c),return)
#endif
SDL_DYNAPI_PROC(SDL_bool,SDL_RenderIsClipEnabled,(SDL_Renderer *a),(a),return)
#ifdef __WINRT__
SDL_DYNAPI_PROC(int,SDL_WinRTRunApp,(int a, char **b, void *c),(a,b,c),return)
SDL_DYNAPI_PROC(const wchar_t*,SDL_WinRTGetFSPathUNICODE,(SDL_WinRT_Path a),(a),return)
SDL_DYNAPI_PROC(const char*,SDL_WinRTGetFSPathUTF8,(SDL_WinRT_Path a),(a),return)
#endif
SDL_DYNAPI_PROC(int,SDL_WarpMouseGlobal,(int a, int b),(a,b),return)
SDL_DYNAPI_PROC(float,SDL_sqrtf,(float a),(a),return)
SDL_DYNAPI_PROC(double,SDL_tan,(double a),(a),return)
@@ -700,9 +695,6 @@ SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionMode,(void),(),retur
SDL_DYNAPI_PROC(SDL_YUV_CONVERSION_MODE,SDL_GetYUVConversionModeForResolution,(int a, int b),(a,b),return)
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalLayer,(SDL_Renderer *a),(a),return)
SDL_DYNAPI_PROC(void*,SDL_RenderGetMetalCommandEncoder,(SDL_Renderer *a),(a),return)
#ifdef __WINRT__
SDL_DYNAPI_PROC(SDL_WinRT_DeviceFamily,SDL_WinRTGetDeviceFamily,(void),(),return)
#endif
#ifdef __ANDROID__
SDL_DYNAPI_PROC(SDL_bool,SDL_IsAndroidTV,(void),(),return)
#endif

View File

@@ -593,9 +593,6 @@ SDL_RWFromFile(const char *file, const char *mode)
{
#if __APPLE__ && !SDL_FILE_DISABLED // TODO: add dummy?
FILE *fp = SDL_OpenFPFromBundleOrFallback(file, mode);
#elif __WINRT__
FILE *fp = NULL;
fopen_s(&fp, file, mode);
#elif __3DS__
FILE *fp = N3DS_FileOpen(file, mode);
#else

View File

@@ -1,242 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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"
/* TODO, WinRT: remove the need to compile this with C++/CX (/ZW) extensions, and if possible, without C++ at all
*/
#ifdef __WINRT__
extern "C" {
#include "SDL_filesystem.h"
#include "SDL_error.h"
#include "SDL_hints.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()) {
#if defined(NTDDI_WIN10_19H1) && (NTDDI_VERSION >= NTDDI_WIN10_19H1) && (WINAPI_FAMILY == WINAPI_FAMILY_PC_APP) /* Only PC supports mods */
/* Windows 1903 supports mods, via the EffectiveLocation API */
if (Windows::Foundation::Metadata::ApiInformation::IsApiContractPresent("Windows.Foundation.UniversalApiContract", 8, 0)) {
path = Windows::ApplicationModel::Package::Current->EffectiveLocation->Path->Data();
} else {
path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
}
#else
path = Windows::ApplicationModel::Package::Current->InstalledLocation->Path->Data();
#endif
}
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) || (NTDDI_VERSION > NTDDI_WIN8)
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.
*/
const WCHAR * srcPath = NULL;
WCHAR path[MAX_PATH];
char *retval = NULL;
WCHAR* worg = NULL;
WCHAR* wapp = NULL;
size_t new_wpath_len = 0;
BOOL api_result = FALSE;
if (!app) {
SDL_InvalidParamError("app");
return NULL;
}
if (!org) {
org = "";
}
srcPath = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_LOCAL_FOLDER);
if ( ! srcPath) {
SDL_SetError("Unable to find a source path");
return NULL;
}
if (SDL_wcslen(srcPath) >= MAX_PATH) {
SDL_SetError("Path too long.");
return NULL;
}
SDL_wcslcpy(path, srcPath, SDL_arraysize(path));
worg = WIN_UTF8ToString(org);
if (worg == NULL) {
SDL_OutOfMemory();
return NULL;
}
wapp = WIN_UTF8ToString(app);
if (wapp == NULL) {
SDL_free(worg);
SDL_OutOfMemory();
return NULL;
}
new_wpath_len = SDL_wcslen(worg) + SDL_wcslen(wapp) + SDL_wcslen(path) + 3;
if ((new_wpath_len + 1) > MAX_PATH) {
SDL_free(worg);
SDL_free(wapp);
SDL_SetError("Path too long.");
return NULL;
}
if (*worg) {
SDL_wcslcat(path, L"\\", new_wpath_len + 1);
SDL_wcslcat(path, worg, new_wpath_len + 1);
SDL_free(worg);
}
api_result = CreateDirectoryW(path, NULL);
if (api_result == FALSE) {
if (GetLastError() != ERROR_ALREADY_EXISTS) {
SDL_free(wapp);
WIN_SetError("Couldn't create a prefpath.");
return NULL;
}
}
SDL_wcslcat(path, L"\\", new_wpath_len + 1);
SDL_wcslcat(path, wapp, new_wpath_len + 1);
SDL_free(wapp);
api_result = CreateDirectoryW(path, NULL);
if (api_result == FALSE) {
if (GetLastError() != ERROR_ALREADY_EXISTS) {
WIN_SetError("Couldn't create a prefpath.");
return NULL;
}
}
SDL_wcslcat(path, L"\\", new_wpath_len + 1);
retval = WIN_StringToUTF8(path);
return retval;
}
#endif /* __WINRT__ */
/* vi: set ts=4 sw=4 expandtab: */

View File

@@ -436,9 +436,6 @@ SDL_JoystickGetDevicePlayerIndex(int device_index)
static SDL_bool
SDL_JoystickAxesCenteredAtZero(SDL_Joystick *joystick)
{
#ifdef __WINRT__
return SDL_TRUE;
#else
static Uint32 zero_centered_joysticks[] = {
MAKE_VIDPID(0x0e8f, 0x3013), /* HuiJia SNES USB adapter */
MAKE_VIDPID(0x05a0, 0x3232), /* 8Bitdo Zero Gamepad */
@@ -461,7 +458,6 @@ SDL_JoystickAxesCenteredAtZero(SDL_Joystick *joystick)
}
}
return SDL_FALSE;
#endif /* __WINRT__ */
}
/*

View File

@@ -577,13 +577,8 @@ RAWINPUT_InitWindowsGamingInput(RAWINPUT_DeviceContext *ctx)
typedef HRESULT (WINAPI *WindowsCreateStringReference_t)(PCWSTR sourceString, UINT32 length, HSTRING_HEADER *hstringHeader, HSTRING* string);
typedef HRESULT (WINAPI *RoGetActivationFactory_t)(HSTRING activatableClassId, REFIID iid, void** factory);
#ifdef __WINRT__
WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = WindowsCreateStringReference;
RoGetActivationFactory_t RoGetActivationFactoryFunc = RoGetActivationFactory;
#else
WindowsCreateStringReference_t WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
RoGetActivationFactory_t RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
#endif
if (WindowsCreateStringReferenceFunc && RoGetActivationFactoryFunc) {
PCWSTR pNamespace = L"Windows.Gaming.Input.Gamepad";
HSTRING_HEADER hNamespaceStringHeader;

View File

@@ -282,17 +282,9 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
typedef PCWSTR (WINAPI *WindowsGetStringRawBuffer_t)(HSTRING string, UINT32 *length);
typedef HRESULT (WINAPI *WindowsDeleteString_t)(HSTRING string);
WindowsGetStringRawBuffer_t WindowsGetStringRawBufferFunc = NULL;
WindowsDeleteString_t WindowsDeleteStringFunc = NULL;
#ifdef __WINRT__
WindowsGetStringRawBufferFunc = WindowsGetStringRawBuffer;
WindowsDeleteStringFunc = WindowsDeleteString;
#else
{
WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)WIN_LoadComBaseFunction("WindowsGetStringRawBuffer");
WindowsDeleteStringFunc = (WindowsDeleteString_t)WIN_LoadComBaseFunction("WindowsDeleteString");
}
#endif /* __WINRT__ */
WindowsGetStringRawBuffer_t WindowsGetStringRawBufferFunc = (WindowsGetStringRawBuffer_t)WIN_LoadComBaseFunction("WindowsGetStringRawBuffer");
WindowsDeleteString_t WindowsDeleteStringFunc = (WindowsDeleteString_t)WIN_LoadComBaseFunction("WindowsDeleteString");
if (WindowsGetStringRawBufferFunc && WindowsDeleteStringFunc) {
HSTRING hString;
hr = __x_ABI_CWindows_CGaming_CInput_CIRawGameController2_get_DisplayName(controller2, &hString);
@@ -484,7 +476,6 @@ WGI_JoystickInit(void)
}
wgi.ro_initialized = SDL_TRUE;
#ifndef __WINRT__
{
/* There seems to be a bug in Windows where a dependency of WGI can be unloaded from memory prior to WGI itself.
* This results in Windows_Gaming_Input!GameController::~GameController() invoking an unloaded DLL and crashing.
@@ -505,17 +496,9 @@ WGI_JoystickInit(void)
}
}
}
#endif
#ifdef __WINRT__
WindowsCreateStringReferenceFunc = WindowsCreateStringReference;
RoGetActivationFactoryFunc = RoGetActivationFactory;
#else
{
WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
}
#endif /* __WINRT__ */
WindowsCreateStringReferenceFunc = (WindowsCreateStringReference_t)WIN_LoadComBaseFunction("WindowsCreateStringReference");
RoGetActivationFactoryFunc = (RoGetActivationFactory_t)WIN_LoadComBaseFunction("RoGetActivationFactory");
if (WindowsCreateStringReferenceFunc && RoGetActivationFactoryFunc) {
PCWSTR pNamespace;
HSTRING_HEADER hNamespaceStringHeader;

View File

@@ -41,7 +41,7 @@
#include "../SDL_sysjoystick.h"
#include "../../thread/SDL_systhread.h"
#include "../../core/windows/SDL_windows.h"
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
#include <dbt.h>
#endif
@@ -146,7 +146,7 @@ static GUID GUID_DEVINTERFACE_HID = { 0x4D1E55B2L, 0xF16F, 0x11CF, { 0x88, 0xCB,
JoyStick_DeviceData *SYS_Joystick; /* array to hold joystick ID values */
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
static HMODULE cfgmgr32_lib_handle;
static CM_Register_NotificationFunc CM_Register_Notification;
static CM_Unregister_NotificationFunc CM_Unregister_Notification;
@@ -332,11 +332,9 @@ SDL_WaitForDeviceNotification(SDL_DeviceNotificationData *data, SDL_mutex *mutex
return (lastret != -1) ? SDL_TRUE : SDL_FALSE;
}
#endif /* !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__) */
#endif /* !defined(__XBOXONE__) && !defined(__XBOXSERIES__) */
#if !defined(__WINRT__)
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
static SDL_DeviceNotificationData s_notification_data;
#endif
@@ -445,8 +443,6 @@ SDL_StopJoystickThread(void)
s_joystickThread = NULL;
}
#endif /* !defined(__WINRT__) */
void WINDOWS_AddJoystickDevice(JoyStick_DeviceData *device)
{
device->send_add_event = SDL_TRUE;
@@ -479,7 +475,7 @@ WINDOWS_JoystickInit(void)
WINDOWS_JoystickDetect();
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
SDL_CreateDeviceNotificationFunc();
s_bJoystickThread = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_THREAD, SDL_FALSE);
@@ -771,7 +767,7 @@ WINDOWS_JoystickQuit(void)
}
SYS_Joystick = NULL;
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
if (s_bJoystickThread) {
SDL_StopJoystickThread();
} else {

View File

@@ -46,11 +46,7 @@ static char *s_arrXInputDevicePath[XUSER_MAX_COUNT];
static SDL_bool
SDL_XInputUseOldJoystickMapping()
{
#ifdef __WINRT__
/* TODO: remove this __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
/* FIXME: Why are Win8/10 different here? -flibit */
return (NTDDI_VERSION < NTDDI_WIN10);
#elif defined(__XBOXONE__) || defined(__XBOXSERIES__)
#if defined(__XBOXONE__) || defined(__XBOXSERIES__)
return SDL_FALSE;
#else
static int s_XInputUseOldJoystickMapping = -1;
@@ -133,7 +129,7 @@ GetXInputName(const Uint8 userid, BYTE SubType)
static void
GuessXInputDevice(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Uint16 *pVersion)
{
#if !defined(__WINRT__) && !defined(__XBOXONE__) && !defined(__XBOXSERIES__) /* TODO: remove this ifndef __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
#if !defined(__XBOXONE__) && !defined(__XBOXSERIES__) /* TODO: remove this ifndef __WINRT__ block, but only after integrating with UWP/WinRT's HID API */
PRAWINPUTDEVICELIST devices = NULL;
UINT i, j, device_count = 0;
@@ -231,7 +227,7 @@ GuessXInputDevice(Uint8 userid, Uint16 *pVID, Uint16 *pPID, Uint16 *pVersion)
}
}
SDL_free(devices);
#endif /* !__WINRT__ */
#endif
/* The device wasn't in the raw HID device list, it's probably Bluetooth */
*pVID = 0x045e; /* Microsoft */

View File

@@ -40,15 +40,7 @@ SDL_LoadObject(const char *sofile)
return NULL;
}
tstr = WIN_UTF8ToString(sofile);
#ifdef __WINRT__
/* WinRT only publicly supports LoadPackagedLibrary() for loading .dll
files. LoadLibrary() is a private API, and not available for apps
(that can be published to MS' Windows Store.)
*/
handle = (void *) LoadPackagedLibrary(tstr, 0);
#else
handle = (void *) LoadLibrary(tstr);
#endif
SDL_free(tstr);
/* Generate an error message if all loads failed */

View File

@@ -1,58 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2022 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 <Windows.h>
#include "../../SDL_internal.h"
#include "../SDL_syslocale.h"
/*using namespace Windows::Graphics::Display;*/
#include <wchar.h>
void
SDL_SYS_GetPreferredLocales(char *buf, size_t buflen)
{
WCHAR wbuffer[128] = L"";
int ret = 0;
/* !!! FIXME: do we not have GetUserPreferredUILanguages on WinPhone or UWP? */
# if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
ret = GetLocaleInfoEx(LOCALE_NAME_SYSTEM_DEFAULT, LOCALE_SNAME, wbuffer, SDL_arraysize(wbuffer));
# else
ret = GetSystemDefaultLocaleName(wbuffer, SDL_arraysize(wbuffer));
# endif
if (ret > 0)
{
/* Need to convert LPWSTR to LPSTR, that is wide char to char. */
int i;
if ( ((size_t) ret) >= (buflen - 1) ) {
ret = (int) (buflen - 1);
}
for (i = 0; i < ret; i++) {
buf[i] = (char) wbuffer[i]; /* assume this was ASCII anyhow. */
}
}
}
/* vi: set ts=4 sw=4 expandtab: */

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