swh:1:snp:3cba5856b0ddc3feab6c3c2d096d614b02c883ec
Tip revision: 6b9172d759b5f00069e7d2c65f1c649d4a3b0a70 authored by Brad King on 19 March 2018, 13:25:26 UTC
CMake 3.11.0-rc4
CMake 3.11.0-rc4
Tip revision: 6b9172d
Direct3DApp1.cpp
#include "pch.h"
#include "BasicTimer.h"
#include "Direct3DApp1.h"
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace concurrency;
Direct3DApp1::Direct3DApp1()
: m_windowClosed(false)
, m_windowVisible(true)
{
}
void Direct3DApp1::Initialize(CoreApplicationView ^ applicationView)
{
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView ^, IActivatedEventArgs ^>(
this, &Direct3DApp1::OnActivated);
CoreApplication::Suspending += ref new EventHandler<SuspendingEventArgs ^>(
this, &Direct3DApp1::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object ^>(this, &Direct3DApp1::OnResuming);
m_renderer = ref new CubeRenderer();
}
void Direct3DApp1::SetWindow(CoreWindow ^ window)
{
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(
this, &Direct3DApp1::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(
this, &Direct3DApp1::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(
this, &Direct3DApp1::OnWindowClosed);
#ifndef PHONE
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
#endif
window->PointerPressed +=
ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(
this, &Direct3DApp1::OnPointerPressed);
window->PointerMoved +=
ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(
this, &Direct3DApp1::OnPointerMoved);
m_renderer->Initialize(CoreWindow::GetForCurrentThread());
}
void Direct3DApp1::Load(Platform::String ^ entryPoint)
{
}
void Direct3DApp1::Run()
{
BasicTimer ^ timer = ref new BasicTimer();
while (!m_windowClosed) {
if (m_windowVisible) {
timer->Update();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(
CoreProcessEventsOption::ProcessAllIfPresent);
m_renderer->Update(timer->Total, timer->Delta);
m_renderer->Render();
m_renderer
->Present(); // This call is synchronized to the display frame rate.
} else {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(
CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
void Direct3DApp1::Uninitialize()
{
}
void Direct3DApp1::OnWindowSizeChanged(CoreWindow ^ sender,
WindowSizeChangedEventArgs ^ args)
{
m_renderer->UpdateForWindowSizeChange();
}
void Direct3DApp1::OnVisibilityChanged(CoreWindow ^ sender,
VisibilityChangedEventArgs ^ args)
{
m_windowVisible = args->Visible;
}
void Direct3DApp1::OnWindowClosed(CoreWindow ^ sender,
CoreWindowEventArgs ^ args)
{
m_windowClosed = true;
}
void Direct3DApp1::OnPointerPressed(CoreWindow ^ sender,
PointerEventArgs ^ args)
{
// Insert your code here.
}
void Direct3DApp1::OnPointerMoved(CoreWindow ^ sender, PointerEventArgs ^ args)
{
// Insert your code here.
}
void Direct3DApp1::OnActivated(CoreApplicationView ^ applicationView,
IActivatedEventArgs ^ args)
{
CoreWindow::GetForCurrentThread()->Activate();
}
void Direct3DApp1::OnSuspending(Platform::Object ^ sender,
SuspendingEventArgs ^ args)
{
// Save app state asynchronously after requesting a deferral. Holding a
// deferral
// indicates that the application is busy performing suspending operations.
// Be
// aware that a deferral may not be held indefinitely. After about five
// seconds,
// the app will be forced to exit.
SuspendingDeferral ^ deferral = args->SuspendingOperation->GetDeferral();
m_renderer->ReleaseResourcesForSuspending();
create_task([this, deferral]() {
// Insert your code here.
deferral->Complete();
});
}
void Direct3DApp1::OnResuming(Platform::Object ^ sender,
Platform::Object ^ args)
{
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
m_renderer->CreateWindowSizeDependentResources();
}
IFrameworkView ^ Direct3DApplicationSource::CreateView()
{
return ref new Direct3DApp1();
}
[Platform::MTAThread] int main(Platform::Array<Platform::String ^> ^)
{
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}