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Initial check-in of boiler plate DX11 sample code.
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Bart House authored and Bart House committed Jan 28, 2016
1 parent 1b8e03c commit 24fc873
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1 change: 1 addition & 0 deletions .gitignore
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Expand Up @@ -8,3 +8,4 @@ Release
*.vcxproj.user
*.suo
*.ipch
*.opendb
196 changes: 196 additions & 0 deletions render-only-sample/tests/dolphin/App.cpp
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#include "pch.h"
#include "App.h"

#include <ppltasks.h>

using namespace dolphin;

using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;

// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}

IFrameworkView^ Direct3DApplicationSource::CreateView()
{
return ref new App();
}

App::App() :
m_windowClosed(false),
m_windowVisible(true)
{
}

// The first method called when the IFrameworkView is being created.
void App::Initialize(CoreApplicationView^ applicationView)
{
// Register event handlers for app lifecycle. This example includes Activated, so that we
// can make the CoreWindow active and start rendering on the window.
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);

CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);

CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &App::OnResuming);

// At this point we have access to the device.
// We can create the device-dependent resources.
m_deviceResources = std::make_shared<DX::DeviceResources>();
}

// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window)
{
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);

window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);

window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);

DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();

currentDisplayInformation->DpiChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);

currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);

DisplayInformation::DisplayContentsInvalidated +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);

m_deviceResources->SetWindow(window);
}

// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint)
{
if (m_main == nullptr)
{
m_main = std::unique_ptr<dolphinMain>(new dolphinMain(m_deviceResources));
}
}

// This method is called after the window becomes active.
void App::Run()
{
while (!m_windowClosed)
{
if (m_windowVisible)
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);

m_main->Update();

if (m_main->Render())
{
m_deviceResources->Present();
}
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}

// Required for IFrameworkView.
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
void App::Uninitialize()
{
}

// Application lifecycle event handlers.

void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}

void App::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();

create_task([this, deferral]()
{
m_deviceResources->Trim();

// Insert your code here.

deferral->Complete();
});
}

void App::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.

// Insert your code here.
}

// Window event handlers.

void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
m_main->CreateWindowSizeDependentResources();
}

void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}

void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
m_windowClosed = true;
}

// DisplayInformation event handlers.

void App::OnDpiChanged(DisplayInformation^ sender, Object^ args)
{
// Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
// if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
// you should always retrieve it using the GetDpi method.
// See DeviceResources.cpp for more details.
m_deviceResources->SetDpi(sender->LogicalDpi);
m_main->CreateWindowSizeDependentResources();
}

void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args)
{
m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
m_main->CreateWindowSizeDependentResources();
}

void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args)
{
m_deviceResources->ValidateDevice();
}
50 changes: 50 additions & 0 deletions render-only-sample/tests/dolphin/App.h
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#pragma once

#include "pch.h"
#include "Common\DeviceResources.h"
#include "dolphinMain.h"

namespace dolphin
{
// Main entry point for our app. Connects the app with the Windows shell and handles application lifecycle events.
ref class App sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
App();

// IFrameworkView Methods.
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
virtual void Load(Platform::String^ entryPoint);
virtual void Run();
virtual void Uninitialize();

protected:
// Application lifecycle event handlers.
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
void OnResuming(Platform::Object^ sender, Platform::Object^ args);

// Window event handlers.
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);

// DisplayInformation event handlers.
void OnDpiChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
void OnDisplayContentsInvalidated(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);

private:
std::shared_ptr<DX::DeviceResources> m_deviceResources;
std::unique_ptr<dolphinMain> m_main;
bool m_windowClosed;
bool m_windowVisible;
};
}

ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
};
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