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DirectXTKSimpleSample.h
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DirectXTKSimpleSample.h
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//--------------------------------------------------------------------------------------
// DirectXTKSimpleSample.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample final : public DX::IDeviceNotify
{
public:
Sample() noexcept(false);
~Sample() = default;
Sample(Sample&&) = default;
Sample& operator= (Sample&&) = default;
Sample(Sample const&) = delete;
Sample& operator= (Sample const&) = delete;
// Initialization and management
void Initialize(HWND window, int width, int height);
// Basic render loop
void Tick();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height);
void NewAudioDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void XM_CALLCONV DrawGrid(DirectX::FXMVECTOR xAxis, DirectX::FXMVECTOR yAxis, DirectX::FXMVECTOR origin, size_t xdivs, size_t ydivs, DirectX::GXMVECTOR color);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
std::unique_ptr<DirectX::Mouse> m_mouse;
// DirectXTK objects.
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::BasicEffect> m_batchEffect;
std::unique_ptr<DirectX::EffectFactory> m_fxFactory;
std::unique_ptr<DirectX::GeometricPrimitive> m_shape;
std::unique_ptr<DirectX::Model> m_model;
std::unique_ptr<DirectX::PrimitiveBatch<DirectX::VertexPositionColor>> m_batch;
std::unique_ptr<DirectX::SpriteBatch> m_sprites;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::AudioEngine> m_audEngine;
std::unique_ptr<DirectX::WaveBank> m_waveBank;
std::unique_ptr<DirectX::SoundEffect> m_soundEffect;
std::unique_ptr<DirectX::SoundEffectInstance> m_effect1;
std::unique_ptr<DirectX::SoundEffectInstance> m_effect2;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture1;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture2;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_batchInputLayout;
uint32_t m_audioEvent;
float m_audioTimerAcc;
bool m_retryDefault;
DirectX::SimpleMath::Matrix m_world;
DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_projection;
};