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89 lines
3.4 KiB
89 lines
3.4 KiB
/* |
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SDL_winrt_main_NonXAML.cpp, placed in the public domain by David Ludwig 3/13/14 |
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*/ |
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#include <SDL.h> |
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#include <diablo.h> |
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#include <wrl.h> |
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#include <iostream> |
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#include <string> |
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/* At least one file in any SDL/WinRT app appears to require compilation |
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with C++/CX, otherwise a Windows Metadata file won't get created, and |
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an APPX0702 build error can appear shortly after linking. |
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The following set of preprocessor code forces this file to be compiled |
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as C++/CX, which appears to cause Visual C++ 2012's build tools to |
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create this .winmd file, and will help allow builds of SDL/WinRT apps |
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to proceed without error. |
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If other files in an app's project enable C++/CX compilation, then it might |
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be possible for SDL_winrt_main_NonXAML.cpp to be compiled without /ZW, |
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for Visual C++'s build tools to create a winmd file, and for the app to |
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build without APPX0702 errors. In this case, if |
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SDL_WINRT_METADATA_FILE_AVAILABLE is defined as a C/C++ macro, then |
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the #error (to force C++/CX compilation) will be disabled. |
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Please note that /ZW can be specified on a file-by-file basis. To do this, |
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right click on the file in Visual C++, click Properties, then change the |
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setting through the dialog that comes up. |
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*/ |
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#ifndef SDL_WINRT_METADATA_FILE_AVAILABLE |
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#ifndef __cplusplus_winrt |
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#error SDL_winrt_main_NonXAML.cpp must be compiled with /ZW, otherwise build errors due to missing .winmd files can occur. |
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#endif |
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#endif |
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/* Prevent MSVC++ from warning about threading models when defining our |
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custom WinMain. The threading model will instead be set via a direct |
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call to Windows::Foundation::Initialize (rather than via an attributed |
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function). |
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To note, this warning (C4447) does not seem to come up unless this file |
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is compiled with C++/CX enabled (via the /ZW compiler flag). |
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*/ |
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#ifdef _MSC_VER |
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#pragma warning(disable:4447) |
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#endif |
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/* Make sure the function to initialize the Windows Runtime gets linked in. */ |
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#ifdef _MSC_VER |
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#pragma comment(lib, "runtimeobject.lib") |
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#endif |
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// This handler is needed otherwise B button will exit the game as it is the behavior default for UWP apps |
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void OnBackRequested(Platform::Object^, Windows::UI::Core::BackRequestedEventArgs^ args) |
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{ |
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args->Handled = true; |
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} |
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void onInitialized() |
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{ |
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Windows::UI::Core::SystemNavigationManager::GetForCurrentView()->BackRequested += ref new Windows::Foundation::EventHandler<Windows::UI::Core::BackRequestedEventArgs^>(OnBackRequested); |
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// workaround untill new config is released |
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std::string controllerMapping = ",*,a:b1,b:b0,x:b3,y:b2,back:b6,start:b7,leftstick:b8,rightstick:b9,leftshoulder:b4,rightshoulder:b5,dpup:b10,dpdown:b12,dpleft:b13,dpright:b11,leftx:a1,lefty:a0~,rightx:a3,righty:a2~,lefttrigger:a4,righttrigger:a5,platform:WinRT"; |
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for(int i = 0; i < SDL_NumJoysticks(); ++i) |
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{ |
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SDL_JoystickType type = SDL_JoystickGetDeviceType(i); |
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if(type == SDL_JOYSTICK_POWER_UNKNOWN) |
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continue; |
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SDL_JoystickGUID guid = SDL_JoystickGetDeviceGUID(i); |
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if(!guid.data) |
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continue; |
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char guidString[33]; |
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SDL_JoystickGetGUIDString(guid, guidString, 33); |
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SDL_GameControllerAddMapping((guidString + controllerMapping).c_str()); |
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} |
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} |
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int CALLBACK WinMain(HINSTANCE, HINSTANCE, LPSTR, int) |
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{ |
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devilution::setOnInitialized(&onInitialized); |
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return SDL_WinRTRunApp(devilution::DiabloMain, NULL); |
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}
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