SDL  2.0
SDL_winrtgamebar.cpp
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1 /*
2  Simple DirectMedia Layer
3  Copyright (C) 1997-2018 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 /* Windows includes */
26 #include <roapi.h>
27 #include <windows.foundation.h>
28 #include <EventToken.h>
29 
30 
31 /* SDL includes */
32 extern "C" {
33 #include "SDL_mouse.h"
34 #include "../SDL_sysvideo.h"
35 }
36 #include "SDL_winrtvideo_cpp.h"
37 
38 
39 /* Game Bar events can come in off the main thread. Use the following
40  WinRT CoreDispatcher to deal with them on SDL's thread.
41 */
42 static Platform::WeakReference WINRT_MainThreadDispatcher;
43 
44 
45 /* Win10's initial SDK (the 10.0.10240.0 release) does not include references
46  to Game Bar APIs, as the Game Bar was released via Win10 10.0.10586.0.
47 
48  Declare its WinRT/COM interface here, to allow compilation with earlier
49  Windows SDKs.
50 */
51 MIDL_INTERFACE("1DB9A292-CC78-4173-BE45-B61E67283EA7")
52 IGameBarStatics_ : public IInspectable
53 {
54 public:
55  virtual HRESULT STDMETHODCALLTYPE add_VisibilityChanged(
56  __FIEventHandler_1_IInspectable *handler,
57  Windows::Foundation::EventRegistrationToken *token) = 0;
58 
59  virtual HRESULT STDMETHODCALLTYPE remove_VisibilityChanged(
60  Windows::Foundation::EventRegistrationToken token) = 0;
61 
62  virtual HRESULT STDMETHODCALLTYPE add_IsInputRedirectedChanged(
63  __FIEventHandler_1_IInspectable *handler,
64  Windows::Foundation::EventRegistrationToken *token) = 0;
65 
66  virtual HRESULT STDMETHODCALLTYPE remove_IsInputRedirectedChanged(
67  Windows::Foundation::EventRegistrationToken token) = 0;
68 
69  virtual HRESULT STDMETHODCALLTYPE get_Visible(
70  boolean *value) = 0;
71 
72  virtual HRESULT STDMETHODCALLTYPE get_IsInputRedirected(
73  boolean *value) = 0;
74 };
75 
76 /* Declare the game bar's COM GUID */
77 static GUID IID_IGameBarStatics_ = { MAKELONG(0xA292, 0x1DB9), 0xCC78, 0x4173, { 0xBE, 0x45, 0xB6, 0x1E, 0x67, 0x28, 0x3E, 0xA7 } };
78 
79 /* Retrieves a pointer to the game bar, or NULL if it is not available.
80  If a pointer is returned, it's ->Release() method must be called
81  after the caller has finished using it.
82 */
83 static IGameBarStatics_ *
84 WINRT_GetGameBar()
85 {
86  wchar_t *wClassName = L"Windows.Gaming.UI.GameBar";
87  HSTRING hClassName;
88  IActivationFactory *pActivationFactory = NULL;
89  IGameBarStatics_ *pGameBar = NULL;
90  HRESULT hr;
91 
92  hr = ::WindowsCreateString(wClassName, (UINT32)wcslen(wClassName), &hClassName);
93  if (FAILED(hr)) {
94  goto done;
95  }
96 
97  hr = Windows::Foundation::GetActivationFactory(hClassName, &pActivationFactory);
98  if (FAILED(hr)) {
99  goto done;
100  }
101 
102  pActivationFactory->QueryInterface(IID_IGameBarStatics_, (void **) &pGameBar);
103 
104 done:
105  if (pActivationFactory) {
106  pActivationFactory->Release();
107  }
108  if (hClassName) {
109  ::WindowsDeleteString(hClassName);
110  }
111  return pGameBar;
112 }
113 
114 static void
115 WINRT_HandleGameBarIsInputRedirected_MainThread()
116 {
117  IGameBarStatics_ *gameBar;
118  boolean isInputRedirected = 0;
119  if (!WINRT_MainThreadDispatcher) {
120  /* The game bar event handler has been deregistered! */
121  return;
122  }
123  gameBar = WINRT_GetGameBar();
124  if (!gameBar) {
125  /* Shouldn't happen, but just in case... */
126  return;
127  }
128  if (SUCCEEDED(gameBar->get_IsInputRedirected(&isInputRedirected))) {
129  if ( ! isInputRedirected) {
130  /* Input-control is now back to the SDL app. Restore the cursor,
131  in case Windows does not (it does not in either Win10
132  10.0.10240.0 or 10.0.10586.0, maybe later version(s) too.
133  */
135  SDL_SetCursor(cursor);
136  }
137  }
138  gameBar->Release();
139 }
140 
141 static void
142 WINRT_HandleGameBarIsInputRedirected_NonMainThread(Platform::Object ^ o1, Platform::Object ^o2)
143 {
144  Windows::UI::Core::CoreDispatcher ^dispatcher = WINRT_MainThreadDispatcher.Resolve<Windows::UI::Core::CoreDispatcher>();
145  if (dispatcher) {
146  dispatcher->RunAsync(
147  Windows::UI::Core::CoreDispatcherPriority::Normal,
148  ref new Windows::UI::Core::DispatchedHandler(&WINRT_HandleGameBarIsInputRedirected_MainThread));
149  }
150 }
151 
152 void
153 WINRT_InitGameBar(_THIS)
154 {
155  SDL_VideoData *driverdata = (SDL_VideoData *)_this->driverdata;
156  IGameBarStatics_ *gameBar = WINRT_GetGameBar();
157  if (gameBar) {
158  /* GameBar.IsInputRedirected events can come in via something other than
159  the main/SDL thread.
160 
161  Get a WinRT 'CoreDispatcher' that can be used to call back into the
162  SDL thread.
163  */
164  WINRT_MainThreadDispatcher = Windows::UI::Core::CoreWindow::GetForCurrentThread()->Dispatcher;
165  Windows::Foundation::EventHandler<Platform::Object ^> ^handler = \
166  ref new Windows::Foundation::EventHandler<Platform::Object ^>(&WINRT_HandleGameBarIsInputRedirected_NonMainThread);
167  __FIEventHandler_1_IInspectable * pHandler = reinterpret_cast<__FIEventHandler_1_IInspectable *>(handler);
168  gameBar->add_IsInputRedirectedChanged(pHandler, &driverdata->gameBarIsInputRedirectedToken);
169  gameBar->Release();
170  }
171 }
172 
173 void
174 WINRT_QuitGameBar(_THIS)
175 {
176  SDL_VideoData *driverdata;
177  IGameBarStatics_ *gameBar;
178  if (!_this || !_this->driverdata) {
179  return;
180  }
181  gameBar = WINRT_GetGameBar();
182  if (!gameBar) {
183  return;
184  }
185  driverdata = (SDL_VideoData *)_this->driverdata;
186  if (driverdata->gameBarIsInputRedirectedToken.Value) {
187  gameBar->remove_IsInputRedirectedChanged(driverdata->gameBarIsInputRedirectedToken);
188  driverdata->gameBarIsInputRedirectedToken.Value = 0;
189  }
190  WINRT_MainThreadDispatcher = nullptr;
191  gameBar->Release();
192 }
193 
194 #endif /* SDL_VIDEO_DRIVER_WINRT */
195 
196 /* vi: set ts=4 sw=4 expandtab: */
GLenum GLint ref
#define SDL_SetCursor
static SDL_VideoDevice * _this
Definition: SDL_video.c:121
#define FAILED(x)
Definition: SDL_directx.h:54
#define _THIS
HRESULT(WINAPI *GetDpiForMonitor)(HMONITOR hmonitor
int done
Definition: checkkeys.c:28
GLsizei const GLfloat * value
Windows::Foundation::EventRegistrationToken gameBarIsInputRedirectedToken
SDL_Cursor * cursor
#define NULL
Definition: begin_code.h:164
#define SUCCEEDED(x)
Definition: SDL_directx.h:51
#define SDL_GetCursor