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path: root/Tests/VSWinStorePhone/Direct3DApp1/Direct3DApp1.cpp
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#include "pch.h"

#include "Direct3DApp1.h"
#include "BasicTimer.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;
}