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WinRT: added initial SDL_TEXTINPUT support
Further support regarding IME and on-screen keyboards is pending, some of
which might not be 100% compatible with other platforms, given WinRT platform
restrictions.  An MSDN article at http://msdn.microsoft.com/en-us/library/windows/apps/hh465404.aspx
indicates that on-screen keyboard display requires that the user first tap on
a Windows/XAML text control.

This change adds basic SDL_TEXTINPUT support, with input coming from hardware
keyboards, at a minimum, and without the need for XAML integration (which is
still pending integration into SDL, by and large).
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DavidLudwig committed Nov 27, 2014
1 parent 5bdc991 commit 6a5b3bb4258dbee85317eed3c3ed45ae8a8d3ed4
Showing 4 changed files with 28 additions and 0 deletions.
@@ -365,6 +365,9 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
window->KeyUp +=
ref new TypedEventHandler<CoreWindow^, KeyEventArgs^>(this, &SDL_WinRTApp::OnKeyUp);

window->CharacterReceived +=
ref new TypedEventHandler<CoreWindow^, CharacterReceivedEventArgs^>(this, &SDL_WinRTApp::OnCharacterReceived);

#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
HardwareButtons::BackPressed +=
ref new EventHandler<BackPressedEventArgs^>(this, &SDL_WinRTApp::OnBackButtonPressed);
@@ -703,6 +706,11 @@ void SDL_WinRTApp::OnKeyUp(Windows::UI::Core::CoreWindow^ sender, Windows::UI::C
WINRT_ProcessKeyUpEvent(args);
}

void SDL_WinRTApp::OnCharacterReceived(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CharacterReceivedEventArgs^ args)
{
WINRT_ProcessCharacterReceivedEvent(args);
}

#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args)
{
@@ -69,6 +69,7 @@ ref class SDL_WinRTApp sealed : public Windows::ApplicationModel::Core::IFramewo
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 WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
@@ -63,6 +63,7 @@ extern void WINRT_ProcessMouseMovedEvent(SDL_Window * window, Windows::Devices::
/* Keyboard */
extern void WINRT_ProcessKeyDownEvent(Windows::UI::Core::KeyEventArgs ^args);
extern void WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args);
extern void WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args);

/* XAML Thread Management */
extern void WINRT_CycleXAMLThread();
@@ -365,4 +365,22 @@ WINRT_ProcessKeyUpEvent(Windows::UI::Core::KeyEventArgs ^args)
SDL_SendKeyboardKey(SDL_RELEASED, sdlScancode);
}

void
WINRT_ProcessCharacterReceivedEvent(Windows::UI::Core::CharacterReceivedEventArgs ^args)
{
wchar_t src_ucs2[2];
char dest_utf8[16];
int result;

/* Setup src */
src_ucs2[0] = args->KeyCode;
src_ucs2[1] = L'\0';

/* Convert the text, then send an SDL_TEXTINPUT event. */
result = WideCharToMultiByte(CP_UTF8, 0, (LPCWSTR)&src_ucs2, -1, (LPSTR)dest_utf8, sizeof(dest_utf8), NULL, NULL);
if (result > 0) {
SDL_SendKeyboardText(dest_utf8);
}
}

#endif // SDL_VIDEO_DRIVER_WINRT

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