Added virtual keyboard support for Xbox (thanks @ts-13512)
This commit is contained in:
@@ -839,6 +839,7 @@
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_xboxkeyboard.cpp" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_lsx.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_lsx.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_sse.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_sse.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_std.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb_std.c" />
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@@ -215,6 +215,7 @@
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvideo.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowsvulkan.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_windowswindow.c" />
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<ClCompile Include="..\..\src\video\windows\SDL_xboxkeyboard.cpp" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
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<ClCompile Include="..\..\src\video\yuv2rgb\yuv_rgb.c" />
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<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
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<ClCompile Include="..\..\src\filesystem\windows\SDL_sysfilesystem.c" />
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<ClCompile Include="..\..\src\video\SDL_video_capture.c" />
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<ClCompile Include="..\..\src\video\SDL_video_capture.c" />
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@@ -210,6 +210,11 @@ void WIN_ResetDeadKeys()
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}
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}
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}
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}
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SDL_bool WIN_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
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{
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return SDL_FALSE;
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}
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void WIN_StartTextInput(SDL_VideoDevice *_this)
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void WIN_StartTextInput(SDL_VideoDevice *_this)
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{
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{
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#ifndef SDL_DISABLE_WINDOWS_IME
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#ifndef SDL_DISABLE_WINDOWS_IME
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@@ -34,6 +34,7 @@ extern void WIN_StopTextInput(SDL_VideoDevice *_this);
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extern int WIN_SetTextInputRect(SDL_VideoDevice *_this, const SDL_Rect *rect);
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extern int WIN_SetTextInputRect(SDL_VideoDevice *_this, const SDL_Rect *rect);
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extern void WIN_ClearComposition(SDL_VideoDevice *_this);
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extern void WIN_ClearComposition(SDL_VideoDevice *_this);
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extern SDL_bool WIN_IsTextInputShown(SDL_VideoDevice *_this);
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extern SDL_bool WIN_IsTextInputShown(SDL_VideoDevice *_this);
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extern SDL_bool WIN_HasScreenKeyboardSupport(SDL_VideoDevice *_this);
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extern SDL_bool IME_HandleMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM *lParam, struct SDL_VideoData *videodata);
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extern SDL_bool IME_HandleMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM *lParam, struct SDL_VideoData *videodata);
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@@ -251,9 +251,10 @@ static SDL_VideoDevice *WIN_CreateDevice(void)
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device->Vulkan_CreateSurface = WIN_Vulkan_CreateSurface;
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device->Vulkan_CreateSurface = WIN_Vulkan_CreateSurface;
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#endif
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#endif
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#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
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device->StartTextInput = WIN_StartTextInput;
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device->StartTextInput = WIN_StartTextInput;
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device->StopTextInput = WIN_StopTextInput;
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device->StopTextInput = WIN_StopTextInput;
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device->HasScreenKeyboardSupport = WIN_HasScreenKeyboardSupport;
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#if !defined(SDL_PLATFORM_XBOXONE) && !defined(SDL_PLATFORM_XBOXSERIES)
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device->SetTextInputRect = WIN_SetTextInputRect;
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device->SetTextInputRect = WIN_SetTextInputRect;
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device->ClearComposition = WIN_ClearComposition;
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device->ClearComposition = WIN_ClearComposition;
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device->IsTextInputShown = WIN_IsTextInputShown;
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device->IsTextInputShown = WIN_IsTextInputShown;
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109
src/video/windows/SDL_xboxkeyboard.cpp
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109
src/video/windows/SDL_xboxkeyboard.cpp
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@@ -0,0 +1,109 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#if SDL_VIDEO_DRIVER_WINDOWS && (defined(__XBOXONE__) || defined(__XBOXSERIES__))
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#ifndef WIN32_LEAN_AND_MEAN
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#define WIN32_LEAN_AND_MEAN
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#endif
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#include <windows.h>
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#include <XAsync.h>
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#include <XGameUI.h>
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#include <XGameRuntime.h>
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extern "C" {
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#include "../../events/SDL_keyboard_c.h"
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#include "SDL_windowsvideo.h"
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}
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/* Max length passed to XGameUiShowTextEntryAsync */
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#define SDL_XBOX_VIRTUAL_KEYBOARD_MAX_TEXT_LENGTH 1024
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SDL_bool
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WIN_HasScreenKeyboardSupport(SDL_VideoDevice *_this)
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{
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return SDL_TRUE;
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}
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void
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WIN_StartTextInput(SDL_VideoDevice *_this)
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{
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XAsyncBlock* asyncBlock = new XAsyncBlock;
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asyncBlock->context = nullptr;
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asyncBlock->queue = NULL;
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asyncBlock->callback = [](XAsyncBlock* async)
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{
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async->context;
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uint32_t textBufSize;
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HRESULT hr = XGameUiShowTextEntryResultSize(async, &textBufSize);
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if (FAILED(hr))
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{
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SDL_Log("XGameUiShowTextEntryResultSize failed: 0x%08X", hr);
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return;
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}
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if (textBufSize == 0)
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{
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return;
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}
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char* textBuf = new char[textBufSize + 1];
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if (textBuf == nullptr)
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{
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SDL_Log("Allocating text buffer with size: XGameUiShowTextEntryResultSize(%ul) failed!", textBufSize);
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return;
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}
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hr = XGameUiShowTextEntryResult(async, textBufSize, textBuf, nullptr);
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if (FAILED(hr))
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{
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SDL_Log("XGameUiShowTextEntryResult failed: 0x%08X", hr);
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delete[] textBuf;
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return;
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}
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SDL_SendKeyboardText(textBuf);
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// Use the text buffer
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delete[] textBuf;
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};
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// This can be further improved, title, description, InputScope can be exposed for the user to set.
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HRESULT hr = XGameUiShowTextEntryAsync(
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asyncBlock,
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"Enter text",
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"",
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"",
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XGameUiTextEntryInputScope::Default,
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SDL_XBOX_VIRTUAL_KEYBOARD_MAX_TEXT_LENGTH
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);
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}
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void
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WIN_StopTextInput(SDL_VideoDevice *_this)
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{
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}
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#endif /* SDL_VIDEO_DRIVER_WINDOWS */
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