SDL_winrtpointerinput.cpp (14692B)
1 /* 2 Simple DirectMedia Layer 3 Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org> 4 5 This software is provided 'as-is', without any express or implied 6 warranty. In no event will the authors be held liable for any damages 7 arising from the use of this software. 8 9 Permission is granted to anyone to use this software for any purpose, 10 including commercial applications, and to alter it and redistribute it 11 freely, subject to the following restrictions: 12 13 1. The origin of this software must not be misrepresented; you must not 14 claim that you wrote the original software. If you use this software 15 in a product, an acknowledgment in the product documentation would be 16 appreciated but is not required. 17 2. Altered source versions must be plainly marked as such, and must not be 18 misrepresented as being the original software. 19 3. This notice may not be removed or altered from any source distribution. 20 */ 21 #include "../../SDL_internal.h" 22 23 #if SDL_VIDEO_DRIVER_WINRT 24 25 /* SDL includes */ 26 #include "SDL_winrtevents_c.h" 27 #include "SDL_winrtmouse_c.h" 28 #include "SDL_winrtvideo_cpp.h" 29 #include "SDL_system.h" 30 31 extern "C" { 32 #include "../SDL_sysvideo.h" 33 #include "../../events/SDL_events_c.h" 34 #include "../../events/SDL_mouse_c.h" 35 #include "../../events/SDL_touch_c.h" 36 } 37 38 /* File-specific globals: */ 39 static SDL_TouchID WINRT_TouchID = 1; 40 41 42 void 43 WINRT_InitTouch(_THIS) 44 { 45 SDL_AddTouch(WINRT_TouchID, SDL_TOUCH_DEVICE_DIRECT, ""); 46 } 47 48 49 // 50 // Applies necessary geometric transformations to raw cursor positions: 51 // 52 Windows::Foundation::Point 53 WINRT_TransformCursorPosition(SDL_Window * window, 54 Windows::Foundation::Point rawPosition, 55 WINRT_CursorNormalizationType normalization) 56 { 57 using namespace Windows::UI::Core; 58 using namespace Windows::Graphics::Display; 59 60 if (!window) { 61 return rawPosition; 62 } 63 64 SDL_WindowData * windowData = (SDL_WindowData *) window->driverdata; 65 if (windowData->coreWindow == nullptr) { 66 // For some reason, the window isn't associated with a CoreWindow. 67 // This might end up being the case as XAML support is extended. 68 // For now, if there's no CoreWindow attached to the SDL_Window, 69 // don't do any transforms. 70 71 // TODO, WinRT: make sure touch input coordinate ranges are correct when using XAML support 72 return rawPosition; 73 } 74 75 // The CoreWindow can only be accessed on certain thread(s). 76 SDL_assert(CoreWindow::GetForCurrentThread() != nullptr); 77 78 CoreWindow ^ nativeWindow = windowData->coreWindow.Get(); 79 Windows::Foundation::Point outputPosition; 80 81 // Compute coordinates normalized from 0..1. 82 // If the coordinates need to be sized to the SDL window, 83 // we'll do that after. 84 #if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION > NTDDI_WIN8) 85 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width; 86 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height; 87 #else 88 switch (WINRT_DISPLAY_PROPERTY(CurrentOrientation)) 89 { 90 case DisplayOrientations::Portrait: 91 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width; 92 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height; 93 break; 94 case DisplayOrientations::PortraitFlipped: 95 outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width); 96 outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height); 97 break; 98 case DisplayOrientations::Landscape: 99 outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height; 100 outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width); 101 break; 102 case DisplayOrientations::LandscapeFlipped: 103 outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height); 104 outputPosition.Y = rawPosition.X / nativeWindow->Bounds.Width; 105 break; 106 default: 107 break; 108 } 109 #endif 110 111 if (normalization == TransformToSDLWindowSize) { 112 outputPosition.X *= ((float32) window->w); 113 outputPosition.Y *= ((float32) window->h); 114 } 115 116 return outputPosition; 117 } 118 119 static inline int 120 _lround(float arg) 121 { 122 if (arg >= 0.0f) { 123 return (int)floor(arg + 0.5f); 124 } else { 125 return (int)ceil(arg - 0.5f); 126 } 127 } 128 129 Uint8 130 WINRT_GetSDLButtonForPointerPoint(Windows::UI::Input::PointerPoint ^pt) 131 { 132 using namespace Windows::UI::Input; 133 134 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP 135 return SDL_BUTTON_LEFT; 136 #else 137 switch (pt->Properties->PointerUpdateKind) 138 { 139 case PointerUpdateKind::LeftButtonPressed: 140 case PointerUpdateKind::LeftButtonReleased: 141 return SDL_BUTTON_LEFT; 142 143 case PointerUpdateKind::RightButtonPressed: 144 case PointerUpdateKind::RightButtonReleased: 145 return SDL_BUTTON_RIGHT; 146 147 case PointerUpdateKind::MiddleButtonPressed: 148 case PointerUpdateKind::MiddleButtonReleased: 149 return SDL_BUTTON_MIDDLE; 150 151 case PointerUpdateKind::XButton1Pressed: 152 case PointerUpdateKind::XButton1Released: 153 return SDL_BUTTON_X1; 154 155 case PointerUpdateKind::XButton2Pressed: 156 case PointerUpdateKind::XButton2Released: 157 return SDL_BUTTON_X2; 158 159 default: 160 break; 161 } 162 #endif 163 164 return 0; 165 } 166 167 //const char * 168 //WINRT_ConvertPointerUpdateKindToString(Windows::UI::Input::PointerUpdateKind kind) 169 //{ 170 // using namespace Windows::UI::Input; 171 // 172 // switch (kind) 173 // { 174 // case PointerUpdateKind::Other: 175 // return "Other"; 176 // case PointerUpdateKind::LeftButtonPressed: 177 // return "LeftButtonPressed"; 178 // case PointerUpdateKind::LeftButtonReleased: 179 // return "LeftButtonReleased"; 180 // case PointerUpdateKind::RightButtonPressed: 181 // return "RightButtonPressed"; 182 // case PointerUpdateKind::RightButtonReleased: 183 // return "RightButtonReleased"; 184 // case PointerUpdateKind::MiddleButtonPressed: 185 // return "MiddleButtonPressed"; 186 // case PointerUpdateKind::MiddleButtonReleased: 187 // return "MiddleButtonReleased"; 188 // case PointerUpdateKind::XButton1Pressed: 189 // return "XButton1Pressed"; 190 // case PointerUpdateKind::XButton1Released: 191 // return "XButton1Released"; 192 // case PointerUpdateKind::XButton2Pressed: 193 // return "XButton2Pressed"; 194 // case PointerUpdateKind::XButton2Released: 195 // return "XButton2Released"; 196 // } 197 // 198 // return ""; 199 //} 200 201 static bool 202 WINRT_IsTouchEvent(Windows::UI::Input::PointerPoint ^pointerPoint) 203 { 204 #if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP 205 return true; 206 #else 207 using namespace Windows::Devices::Input; 208 switch (pointerPoint->PointerDevice->PointerDeviceType) { 209 case PointerDeviceType::Touch: 210 case PointerDeviceType::Pen: 211 return true; 212 default: 213 return false; 214 } 215 #endif 216 } 217 218 void WINRT_ProcessPointerPressedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) 219 { 220 if (!window) { 221 return; 222 } 223 224 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint); 225 226 if ( ! WINRT_IsTouchEvent(pointerPoint)) { 227 SDL_SendMouseButton(window, 0, SDL_PRESSED, button); 228 } else { 229 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne); 230 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize); 231 232 SDL_SendTouch( 233 WINRT_TouchID, 234 (SDL_FingerID) pointerPoint->PointerId, 235 window, 236 SDL_TRUE, 237 normalizedPoint.X, 238 normalizedPoint.Y, 239 pointerPoint->Properties->Pressure); 240 } 241 } 242 243 void 244 WINRT_ProcessPointerMovedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) 245 { 246 if (!window || WINRT_UsingRelativeMouseMode) { 247 return; 248 } 249 250 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne); 251 Windows::Foundation::Point windowPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, TransformToSDLWindowSize); 252 253 if ( ! WINRT_IsTouchEvent(pointerPoint)) { 254 SDL_SendMouseMotion(window, 0, 0, (int)windowPoint.X, (int)windowPoint.Y); 255 } else { 256 SDL_SendTouchMotion( 257 WINRT_TouchID, 258 (SDL_FingerID) pointerPoint->PointerId, 259 window, 260 normalizedPoint.X, 261 normalizedPoint.Y, 262 pointerPoint->Properties->Pressure); 263 } 264 } 265 266 void WINRT_ProcessPointerReleasedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) 267 { 268 if (!window) { 269 return; 270 } 271 272 Uint8 button = WINRT_GetSDLButtonForPointerPoint(pointerPoint); 273 274 if (!WINRT_IsTouchEvent(pointerPoint)) { 275 SDL_SendMouseButton(window, 0, SDL_RELEASED, button); 276 } else { 277 Windows::Foundation::Point normalizedPoint = WINRT_TransformCursorPosition(window, pointerPoint->Position, NormalizeZeroToOne); 278 279 SDL_SendTouch( 280 WINRT_TouchID, 281 (SDL_FingerID) pointerPoint->PointerId, 282 window, 283 SDL_FALSE, 284 normalizedPoint.X, 285 normalizedPoint.Y, 286 pointerPoint->Properties->Pressure); 287 } 288 } 289 290 void WINRT_ProcessPointerEnteredEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) 291 { 292 if (!window) { 293 return; 294 } 295 296 if (!WINRT_IsTouchEvent(pointerPoint)) { 297 SDL_SetMouseFocus(window); 298 } 299 } 300 301 void WINRT_ProcessPointerExitedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) 302 { 303 if (!window) { 304 return; 305 } 306 307 if (!WINRT_IsTouchEvent(pointerPoint)) { 308 SDL_SetMouseFocus(NULL); 309 } 310 } 311 312 void 313 WINRT_ProcessPointerWheelChangedEvent(SDL_Window *window, Windows::UI::Input::PointerPoint ^pointerPoint) 314 { 315 if (!window) { 316 return; 317 } 318 319 float motion = (float) pointerPoint->Properties->MouseWheelDelta / WHEEL_DELTA; 320 SDL_SendMouseWheel(window, 0, 0, (float) motion, SDL_MOUSEWHEEL_NORMAL); 321 } 322 323 void 324 WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::Input::MouseEventArgs ^args) 325 { 326 if (!window || !WINRT_UsingRelativeMouseMode) { 327 return; 328 } 329 330 // DLudwig, 2012-12-28: On some systems, namely Visual Studio's Windows 331 // Simulator, as well as Windows 8 in a Parallels 8 VM, MouseEventArgs' 332 // MouseDelta field often reports very large values. More information 333 // on this can be found at the following pages on MSDN: 334 // - http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/a3c789fa-f1c5-49c4-9c0a-7db88d0f90f8 335 // - https://connect.microsoft.com/VisualStudio/Feedback/details/756515 336 // 337 // The values do not appear to be as large when running on some systems, 338 // most notably a Surface RT. Furthermore, the values returned by 339 // CoreWindow's PointerMoved event, and sent to this class' OnPointerMoved 340 // method, do not ever appear to be large, even when MouseEventArgs' 341 // MouseDelta is reporting to the contrary. 342 // 343 // On systems with the large-values behavior, it appears that the values 344 // get reported as if the screen's size is 65536 units in both the X and Y 345 // dimensions. This can be viewed by using Windows' now-private, "Raw Input" 346 // APIs. (GetRawInputData, RegisterRawInputDevices, WM_INPUT, etc.) 347 // 348 // MSDN's documentation on MouseEventArgs' MouseDelta field (at 349 // http://msdn.microsoft.com/en-us/library/windows/apps/windows.devices.input.mouseeventargs.mousedelta ), 350 // does not seem to indicate (to me) that its values should be so large. It 351 // says that its values should be a "change in screen location". I could 352 // be misinterpreting this, however a post on MSDN from a Microsoft engineer (see: 353 // http://social.msdn.microsoft.com/Forums/en-US/winappswithnativecode/thread/09a9868e-95bb-4858-ba1a-cb4d2c298d62 ), 354 // indicates that these values are in DIPs, which is the same unit used 355 // by CoreWindow's PointerMoved events (via the Position field in its CurrentPoint 356 // property. See http://msdn.microsoft.com/en-us/library/windows/apps/windows.ui.input.pointerpoint.position.aspx 357 // for details.) 358 // 359 // To note, PointerMoved events are sent a 'RawPosition' value (via the 360 // CurrentPoint property in MouseEventArgs), however these do not seem 361 // to exhibit the same large-value behavior. 362 // 363 // The values passed via PointerMoved events can't always be used for relative 364 // mouse motion, unfortunately. Its values are bound to the cursor's position, 365 // which stops when it hits one of the screen's edges. This can be a problem in 366 // first person shooters, whereby it is normal for mouse motion to travel far 367 // along any one axis for a period of time. MouseMoved events do not have the 368 // screen-bounding limitation, and can be used regardless of where the system's 369 // cursor is. 370 // 371 // One possible workaround would be to programmatically set the cursor's 372 // position to the screen's center (when SDL's relative mouse mode is enabled), 373 // however WinRT does not yet seem to have the ability to set the cursor's 374 // position via a public API. Win32 did this via an API call, SetCursorPos, 375 // however WinRT makes this function be private. Apps that use it won't get 376 // approved for distribution in the Windows Store. I've yet to be able to find 377 // a suitable, store-friendly counterpart for WinRT. 378 // 379 // There may be some room for a workaround whereby OnPointerMoved's values 380 // are compared to the values from OnMouseMoved in order to detect 381 // when this bug is active. A suitable transformation could then be made to 382 // OnMouseMoved's values. For now, however, the system-reported values are sent 383 // to SDL with minimal transformation: from native screen coordinates (in DIPs) 384 // to SDL window coordinates. 385 // 386 const Windows::Foundation::Point mouseDeltaInDIPs((float)args->MouseDelta.X, (float)args->MouseDelta.Y); 387 const Windows::Foundation::Point mouseDeltaInSDLWindowCoords = WINRT_TransformCursorPosition(window, mouseDeltaInDIPs, TransformToSDLWindowSize); 388 SDL_SendMouseMotion( 389 window, 390 0, 391 1, 392 _lround(mouseDeltaInSDLWindowCoords.X), 393 _lround(mouseDeltaInSDLWindowCoords.Y)); 394 } 395 396 #endif // SDL_VIDEO_DRIVER_WINRT