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https://github.com/libsdl-org/SDL.git
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WinRT: lots of display and windowing related fixes
This change-set fixes a lot of windowing related bugs, especially with regards to Windows 8.x apps running on Windows 10 (which was the driver for this work). The primary fixes include: * listed display modes were wrong, especially when launching apps into a non-fullscreen space * reported window flags were often wrong, especially on Windows 10 * fullscreen/windowed mode switches weren't failing (they are not programmatically possible in Win 8.x apps).
This commit is contained in:
parent
a5a80cd033
commit
623898f70b
9 changed files with 547 additions and 239 deletions
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@ -184,97 +184,48 @@ static void WINRT_SetDisplayOrientationsPreference(void *userdata, const char *n
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}
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static void
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WINRT_ProcessWindowSizeChange()
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WINRT_ProcessWindowSizeChange() // TODO: Pass an SDL_Window-identifying thing into WINRT_ProcessWindowSizeChange()
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{
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SDL_VideoDevice *_this = SDL_GetVideoDevice();
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CoreWindow ^ coreWindow = CoreWindow::GetForCurrentThread();
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if (coreWindow) {
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if (WINRT_GlobalSDLWindow) {
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SDL_Window * window = WINRT_GlobalSDLWindow;
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SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
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// Make the new window size be the one true fullscreen mode.
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// This change was initially done, in part, to allow the Direct3D 11.1
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// renderer to receive window-resize events as a device rotates.
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// Before, rotating a device from landscape, to portrait, and then
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// back to landscape would cause the Direct3D 11.1 swap buffer to
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// not get resized appropriately. SDL would, on the rotation from
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// landscape to portrait, re-resize the SDL window to it's initial
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// size (landscape). On the subsequent rotation, SDL would drop the
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// window-resize event as it appeared the SDL window didn't change
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// size, and the Direct3D 11.1 renderer wouldn't resize its swap
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// chain.
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SDL_DisplayMode newDisplayMode;
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if (WINRT_CalcDisplayModeUsingNativeWindow(&newDisplayMode) != 0) {
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return;
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}
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int x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
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int y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
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int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
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int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
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// Make note of the old display mode, and it's old driverdata.
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SDL_DisplayMode oldDisplayMode;
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SDL_zero(oldDisplayMode);
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if (_this) {
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oldDisplayMode = _this->displays[0].desktop_mode;
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}
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#if (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) && (NTDDI_VERSION == NTDDI_WIN8)
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/* WinPhone 8.0 always keeps its native window size in portrait,
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regardless of orientation. This changes in WinPhone 8.1,
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in which the native window's size changes along with
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orientation.
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// Setup the new display mode in the appropriate spots.
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if (_this) {
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// Make a full copy of the display mode for display_modes[0],
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// one with with a separately malloced 'driverdata' field.
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// SDL_VideoQuit(), if called, will attempt to free the driverdata
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// fields in 'desktop_mode' and each entry in the 'display_modes'
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// array.
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if (_this->displays[0].display_modes[0].driverdata) {
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// Free the previous mode's memory
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SDL_free(_this->displays[0].display_modes[0].driverdata);
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_this->displays[0].display_modes[0].driverdata = NULL;
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}
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if (WINRT_DuplicateDisplayMode(&(_this->displays[0].display_modes[0]), &newDisplayMode) != 0) {
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// Uh oh, something went wrong. A malloc call probably failed.
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SDL_free(newDisplayMode.driverdata);
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return;
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}
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// Install 'newDisplayMode' into 'current_mode' and 'desktop_mode'.
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_this->displays[0].current_mode = newDisplayMode;
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_this->displays[0].desktop_mode = newDisplayMode;
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}
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if (WINRT_GlobalSDLWindow) {
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// If the window size changed, send a resize event to SDL and its host app:
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int window_w = 0;
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int window_h = 0;
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SDL_GetWindowSize(WINRT_GlobalSDLWindow, &window_w, &window_h);
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if ((window_w != newDisplayMode.w) || (window_h != newDisplayMode.h)) {
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_RESIZED,
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newDisplayMode.w,
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newDisplayMode.h);
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} else {
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// HACK: Make sure that orientation changes
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// lead to the Direct3D renderer's viewport getting updated:
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//
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// For some reason, this doesn't seem to need to be done on Windows 8.x,
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// even when going from Landscape to LandscapeFlipped. It only seems to
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// be needed on Windows Phone, at least when I tested on my devices.
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// I'm not currently sure why this is, but it seems to work fine. -- David L.
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//
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// TODO, WinRT: do more extensive research into why orientation changes on Win 8.x don't need D3D changes, or if they might, in some cases
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const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
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const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)newDisplayMode.driverdata)->currentOrientation;
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if (oldOrientation != newOrientation)
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{
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SDL_SendWindowEvent(
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WINRT_GlobalSDLWindow,
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SDL_WINDOWEVENT_SIZE_CHANGED,
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newDisplayMode.w,
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newDisplayMode.h);
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Attempt to emulate WinPhone 8.1's behavior on WinPhone 8.0, with
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regards to window size. This fixes a rendering bug that occurs
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when a WinPhone 8.0 app is rotated to either 90 or 270 degrees.
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*/
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const DisplayOrientations currentOrientation = WINRT_DISPLAY_PROPERTY(CurrentOrientation);
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switch (currentOrientation) {
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case DisplayOrientations::Landscape:
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case DisplayOrientations::LandscapeFlipped: {
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int tmp = w;
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w = h;
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h = tmp;
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} break;
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}
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#endif
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WINRT_UpdateWindowFlags(window, SDL_WINDOW_MAXIMIZED | SDL_WINDOW_FULLSCREEN_DESKTOP);
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/* The window can move during a resize event, such as when maximizing
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or resizing from a corner */
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_MOVED, x, y);
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_RESIZED, w, h);
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}
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}
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// Finally, free the 'driverdata' field of the old 'desktop_mode'.
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if (oldDisplayMode.driverdata) {
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SDL_free(oldDisplayMode.driverdata);
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oldDisplayMode.driverdata = NULL;
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}
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}
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SDL_WinRTApp::SDL_WinRTApp() :
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@ -286,7 +237,7 @@ SDL_WinRTApp::SDL_WinRTApp() :
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void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
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{
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applicationView->Activated +=
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ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnActivated);
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ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &SDL_WinRTApp::OnAppActivated);
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CoreApplication::Suspending +=
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ref new EventHandler<SuspendingEventArgs^>(this, &SDL_WinRTApp::OnSuspending);
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@ -305,35 +256,61 @@ void SDL_WinRTApp::OnOrientationChanged(Object^ sender)
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#endif
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{
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#if LOG_ORIENTATION_EVENTS==1
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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if (window) {
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SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Size={%f,%f}\n",
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__FUNCTION__,
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WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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WINRT_DISPLAY_PROPERTY(NativeOrientation),
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
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window->Bounds.Width,
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window->Bounds.Height);
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} else {
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SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
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__FUNCTION__,
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WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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WINRT_DISPLAY_PROPERTY(NativeOrientation),
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
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{
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CoreWindow^ window = CoreWindow::GetForCurrentThread();
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if (window) {
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SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, CoreWindow Bounds={%f,%f,%f,%f}\n",
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__FUNCTION__,
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WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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WINRT_DISPLAY_PROPERTY(NativeOrientation),
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
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window->Bounds.X,
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window->Bounds.Y,
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window->Bounds.Width,
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window->Bounds.Height);
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} else {
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SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d\n",
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__FUNCTION__,
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WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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WINRT_DISPLAY_PROPERTY(NativeOrientation),
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences));
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}
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}
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#endif
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WINRT_ProcessWindowSizeChange();
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// HACK: Make sure that orientation changes
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// lead to the Direct3D renderer's viewport getting updated:
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//
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// For some reason, this doesn't seem to need to be done on Windows 8.x,
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// even when going from Landscape to LandscapeFlipped. It only seems to
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// be needed on Windows Phone, at least when I tested on my devices.
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// I'm not currently sure why this is, but it seems to work fine. -- David L.
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//
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// TODO, WinRT: do more extensive research into why orientation changes on Win 8.x don't need D3D changes, or if they might, in some cases
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SDL_Window * window = WINRT_GlobalSDLWindow;
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if (window) {
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SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
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int w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
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int h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SIZE_CHANGED, w, h);
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}
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#endif
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}
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void SDL_WinRTApp::SetWindow(CoreWindow^ window)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window Size={%f,%f}\n",
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SDL_Log("%s, current orientation=%d, native orientation=%d, auto rot. pref=%d, window bounds={%f, %f, %f,%f}\n",
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__FUNCTION__,
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WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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WINRT_DISPLAY_PROPERTY(NativeOrientation),
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
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window->Bounds.X,
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window->Bounds.Y,
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window->Bounds.Width,
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window->Bounds.Height);
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#endif
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window->VisibilityChanged +=
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ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &SDL_WinRTApp::OnVisibilityChanged);
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window->Activated +=
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ref new TypedEventHandler<CoreWindow^, WindowActivatedEventArgs^>(this, &SDL_WinRTApp::OnWindowActivated);
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window->Closed +=
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ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &SDL_WinRTApp::OnWindowClosed);
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window->PointerReleased +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerReleased);
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window->PointerEntered +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerEntered);
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window->PointerExited +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerExited);
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window->PointerWheelChanged +=
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ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &SDL_WinRTApp::OnPointerWheelChanged);
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void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, size={%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
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SDL_Log("%s, size={%f,%f}, bounds={%f,%f,%f,%f}, current orientation=%d, native orientation=%d, auto rot. pref=%d, WINRT_GlobalSDLWindow?=%s\n",
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__FUNCTION__,
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args->Size.Width, args->Size.Height,
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sender->Bounds.X, sender->Bounds.Y, sender->Bounds.Width, sender->Bounds.Height,
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WINRT_DISPLAY_PROPERTY(CurrentOrientation),
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WINRT_DISPLAY_PROPERTY(NativeOrientation),
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WINRT_DISPLAY_PROPERTY(AutoRotationPreferences),
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void SDL_WinRTApp::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, visible?=%s, WINRT_GlobalSDLWindow?=%s\n",
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SDL_Log("%s, visible?=%s, bounds={%f,%f,%f,%f}, WINRT_GlobalSDLWindow?=%s\n",
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__FUNCTION__,
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(args->Visible ? "yes" : "no"),
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sender->Bounds.X, sender->Bounds.Y,
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sender->Bounds.Width, sender->Bounds.Height,
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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m_windowVisible = args->Visible;
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if (WINRT_GlobalSDLWindow) {
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SDL_bool wasSDLWindowSurfaceValid = WINRT_GlobalSDLWindow->surface_valid;
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Uint32 latestWindowFlags = WINRT_DetectWindowFlags(WINRT_GlobalSDLWindow);
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if (args->Visible) {
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_SHOWN, 0, 0);
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_GAINED, 0, 0);
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0);
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if (latestWindowFlags & SDL_WINDOW_MAXIMIZED) {
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_MAXIMIZED, 0, 0);
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} else {
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_RESTORED, 0, 0);
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}
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} else {
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_HIDDEN, 0, 0);
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SDL_SendWindowEvent(WINRT_GlobalSDLWindow, SDL_WINDOWEVENT_FOCUS_LOST, 0, 0);
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}
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}
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void SDL_WinRTApp::OnWindowActivated(CoreWindow^ sender, WindowActivatedEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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SDL_Log("%s, WINRT_GlobalSDLWindow?=%s\n\n",
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__FUNCTION__,
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(WINRT_GlobalSDLWindow ? "yes" : "no"));
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#endif
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/* There's no property in Win 8.x to tell whether a window is active or
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not. [De]activation events are, however, sent to the app. We'll just
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record those, in case the CoreWindow gets wrapped by an SDL_Window at
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some future time.
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*/
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sender->CustomProperties->Insert("SDLHelperWindowActivationState", args->WindowActivationState);
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SDL_Window * window = WINRT_GlobalSDLWindow;
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if (window) {
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if (args->WindowActivationState != CoreWindowActivationState::Deactivated) {
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SDL_SendWindowEvent(window, SDL_WINDOWEVENT_SHOWN, 0, 0);
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if (SDL_GetKeyboardFocus() != window) {
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SDL_SetKeyboardFocus(window);
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}
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/* Send a mouse-motion event as appropriate.
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This doesn't work when called from OnPointerEntered, at least
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not in WinRT CoreWindow apps (as OnPointerEntered doesn't
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appear to be called after window-reactivation, at least not
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in Windows 10, Build 10586.3 (November 2015 update, non-beta).
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Don't do it on WinPhone 8.0 though, as CoreWindow's 'PointerPosition'
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property isn't available.
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*/
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#if (WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP) || (NTDDI_VERSION >= NTDDI_WINBLUE)
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Point cursorPos = WINRT_TransformCursorPosition(window, sender->PointerPosition, TransformToSDLWindowSize);
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SDL_SendMouseMotion(window, 0, 0, (int)cursorPos.X, (int)cursorPos.Y);
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#endif
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/* TODO, WinRT: see if the Win32 bugfix from https://hg.libsdl.org/SDL/rev/d278747da408 needs to be applied (on window activation) */
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//WIN_CheckAsyncMouseRelease(data);
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/* TODO, WinRT: implement clipboard support, if possible */
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///*
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// * FIXME: Update keyboard state
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// */
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//WIN_CheckClipboardUpdate(data->videodata);
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} else {
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if (SDL_GetKeyboardFocus() == window) {
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SDL_SetKeyboardFocus(NULL);
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}
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}
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}
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}
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void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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{
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#if LOG_WINDOW_EVENTS==1
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@ -588,7 +634,7 @@ void SDL_WinRTApp::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
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m_windowClosed = true;
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}
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void SDL_WinRTApp::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
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void SDL_WinRTApp::OnAppActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
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{
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CoreWindow::GetForCurrentThread()->Activate();
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}
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@ -688,10 +734,28 @@ void SDL_WinRTApp::OnPointerReleased(CoreWindow^ sender, PointerEventArgs^ args)
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer released", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerReleasedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnPointerEntered(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer entered", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerEnteredEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnPointerExited(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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WINRT_LogPointerEvent("pointer exited", args, WINRT_TransformCursorPosition(WINRT_GlobalSDLWindow, args->CurrentPoint->Position, TransformToSDLWindowSize));
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#endif
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WINRT_ProcessPointerExitedEvent(WINRT_GlobalSDLWindow, args->CurrentPoint);
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}
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void SDL_WinRTApp::OnPointerWheelChanged(CoreWindow^ sender, PointerEventArgs^ args)
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{
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#if LOG_POINTER_EVENTS
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