WinRT: unified the two, public, app-init functions

This function, SDL_WinRTRunApp, can be used to help launch either XAML or non-XAML/Direct3D-only based apps.
This commit is contained in:
David Ludwig 2013-09-22 12:26:53 -04:00
parent aeaa05054b
commit 58dd086487
12 changed files with 77 additions and 46 deletions

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@ -197,6 +197,7 @@
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
@ -269,6 +270,12 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>

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@ -339,6 +339,9 @@
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -605,6 +608,9 @@
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<FxCompile Include="..\..\src\render\direct3d11\SDL_D3D11_PixelShader_FixedColor.hlsl">

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@ -47,6 +47,14 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\windows\SDL_windows.c" />
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
@ -244,6 +252,7 @@
<ClInclude Include="..\..\src\audio\SDL_wave.h" />
<ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.h" />
<ClInclude Include="..\..\src\core\windows\SDL_windows.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />

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@ -276,6 +276,9 @@
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
@ -608,6 +611,9 @@
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Header Files">

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@ -44,8 +44,10 @@
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. The file, src/main/winrt/SDL_WinRT_main.cpp, or a copy
of it, must be compiled into the app itself.
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
@ -125,6 +127,24 @@ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
#endif /* __WIN32__ */
#ifdef __WINRT__
/**
* \brief Initializes and launches an SDL/WinRT application.
*
* \param mainFunction The SDL app's C-style main().
* \param xamlBackgroundPanel An optional, XAML-based, background panel.
* For Non-XAML apps, this value must be set to NULL. For XAML apps,
* pass in a pointer to a SwapChainBackgroundPanel, casted to an
* IInspectable (via reinterpret_cast).
* \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
extern DECLSPEC int SDLCALL SDL_WinRTRunApp(int (*mainFunction)(int, char **), void * xamlBackgroundPanel);
#endif /* __WINRT__ */
#ifdef __cplusplus
}
#endif

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@ -155,21 +155,6 @@ extern DECLSPEC const wchar_t * SDLCALL SDL_WinRTGetFSPathUNICODE(SDL_WinRT_Path
*/
extern DECLSPEC const char * SDLCALL SDL_WinRTGetFSPathUTF8(SDL_WinRT_Path pathType);
#ifdef __cplusplus_winrt
/**
* \brief Initializes a WinRT and XAML based application.
*
* \param backgroundPanel The XAML background panel to draw onto and receive
* events from.
* \param mainFunction The SDL app's C-style main().
* \ret 0 on success, -1 on failure. On failure, use SDL_GetError to retrieve more
* information on the failure.
*/
/* TODO, WinRT: consider making SDL_WinRTInitXAMLApp accept a void pointer to IUnknown, rather than a C++/CX reference */
extern DECLSPEC int SDLCALL SDL_WinRTInitXAMLApp(Platform::Object^ backgroundPanel, int (*mainFunction)(int, char **));
#endif // ifdef __cplusplus_winrt
#endif /* __WINRT__ */

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@ -38,6 +38,7 @@ extern "C" {
#include "../../video/winrt/SDL_winrtevents_c.h"
#include "../../video/winrt/SDL_winrtvideo_cpp.h"
#include "SDL_winrtapp_common.h"
#include "SDL_winrtapp_direct3d.h"
@ -48,12 +49,6 @@ extern "C" {
//#define LOG_ORIENTATION_EVENTS 1
// HACK, DLudwig: The C-style main() will get loaded via the app's
// WinRT-styled main(), which is part of SDLmain_for_WinRT.cpp.
// This seems wrong on some level, but does seem to work.
typedef int (*SDL_WinRT_MainFunction)(int, char **);
static SDL_WinRT_MainFunction SDL_WinRT_main = nullptr;
// HACK, DLudwig: record a reference to the global, WinRT 'app'/view.
// SDL/WinRT will use this throughout its code.
//
@ -83,9 +78,9 @@ IFrameworkView^ SDLApplicationSource::CreateView()
return app;
}
__declspec(dllexport) int SDL_WinRT_RunApplication(SDL_WinRT_MainFunction mainFunction)
int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **))
{
SDL_WinRT_main = mainFunction;
WINRT_SDLAppEntryPoint = mainFunction;
auto direct3DApplicationSource = ref new SDLApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
@ -328,13 +323,13 @@ void SDL_WinRTApp::Load(Platform::String^ entryPoint)
void SDL_WinRTApp::Run()
{
SDL_SetMainReady();
if (SDL_WinRT_main)
if (WINRT_SDLAppEntryPoint)
{
// TODO, WinRT: pass the C-style main() a reasonably realistic
// representation of command line arguments.
int argc = 0;
char **argv = NULL;
SDL_WinRT_main(argc, argv);
WINRT_SDLAppEntryPoint(argc, argv);
}
}

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@ -1,5 +1,9 @@
#pragma once
#include <Windows.h>
extern int SDL_WinRTInitNonXAMLApp(int (*mainFunction)(int, char **));
ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:

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@ -32,13 +32,13 @@
#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;
int (*WINRT_XAMLAppMainFunction)(int, char **) = NULL;
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
@ -96,8 +96,8 @@ WINRT_OnRenderViaXAML(_In_ Platform::Object^ sender, _In_ Platform::Object^ args
* SDL + XAML Initialization
*/
extern "C" int
SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int, char **))
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.");
@ -112,10 +112,11 @@ SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int,
using namespace Windows::UI::Xaml::Media;
// Make sure we have a valid XAML element (to draw onto):
if ( ! backgroundPanel) {
return SDL_SetError("'backgroundPanel' can't be NULL");
if ( ! backgroundPanelAsIInspectable) {
return SDL_SetError("'backgroundPanelAsIInspectable' can't be NULL");
}
Platform::Object ^ backgroundPanel = reinterpret_cast<Object ^>((IInspectable *) backgroundPanelAsIInspectable);
SwapChainBackgroundPanel ^swapChainBackgroundPanel = dynamic_cast<SwapChainBackgroundPanel ^>(backgroundPanel);
if ( ! swapChainBackgroundPanel) {
return SDL_SetError("An unknown or unsupported type of XAML control was specified.");
@ -134,7 +135,7 @@ SDL_WinRTInitXAMLApp(Platform::Object ^backgroundPanel, int (*mainFunction)(int,
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_XAMLAppMainFunction = mainFunction;
WINRT_SDLAppEntryPoint = mainFunction;
SDL_SetMainReady();
// Make sure video-init knows that we're initializing XAML:

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@ -27,7 +27,7 @@
#ifdef __cplusplus
extern SDL_bool WINRT_XAMLWasEnabled;
extern int (*WINRT_XAMLAppMainFunction)(int, char **);
extern int SDL_WinRTInitXAMLApp(int (*mainFunction)(int, char **), void * backgroundPanelAsIInspectable);
#endif // ifdef __cplusplus
#endif // ifndef _SDL_winrtapp_xaml_h

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@ -1,4 +1,5 @@
#include <SDL_main.h>
#include <wrl.h>
/* At least one file in any SDL/WinRT app appears to require compilation
@ -27,13 +28,6 @@
#endif
#endif
/* The app's C-style main will be passed into SDL.dll as a function
pointer, and called at the appropriate time.
*/
extern __declspec(dllimport) int SDL_WinRT_RunApplication(int (*)(int, char **));
extern "C" int SDL_main(int, char **);
/* Prevent MSVC++ from warning about threading models when defining our
custom WinMain. The threading model will instead be set via a direct
call to Windows::Foundation::Initialize (rather than via an attributed
@ -51,13 +45,12 @@ extern "C" int SDL_main(int, char **);
#pragma comment(lib, "runtimeobject.lib")
#endif
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
if (FAILED(Windows::Foundation::Initialize(RO_INIT_MULTITHREADED))) {
return 1;
}
SDL_WinRT_RunApplication(SDL_main);
SDL_WinRTRunApp(SDL_main, NULL);
return 0;
}

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@ -33,6 +33,7 @@ using Windows::UI::Core::CoreCursor;
* SDL includes:
*/
#include "SDL_winrtevents_c.h"
#include "../../core/winrt/SDL_winrtapp_common.h"
#include "../../core/winrt/SDL_winrtapp_direct3d.h"
#include "../../core/winrt/SDL_winrtapp_xaml.h"
#include "SDL_assert.h"
@ -55,7 +56,7 @@ WINRT_PumpEvents(_THIS)
{
if (SDL_WinRTGlobalApp) {
SDL_WinRTGlobalApp->PumpEvents();
} else if (WINRT_XAMLAppMainFunction) {
} else if (WINRT_XAMLWasEnabled) {
WINRT_YieldXAMLThread();
}
}
@ -95,7 +96,11 @@ WINRT_YieldXAMLThread()
static int
WINRT_XAMLThreadMain(void * userdata)
{
return WINRT_XAMLAppMainFunction(0, NULL);
// TODO, WinRT: pass the C-style main() a reasonably realistic
// representation of command line arguments.
int argc = 0;
char **argv = NULL;
return WINRT_SDLAppEntryPoint(argc, argv);
}
void