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SimpleUserModel.h
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//--------------------------------------------------------------------------------------
// SimpleUserModel.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 D3D12 device and
// provides a render loop.
class Sample final : public ATG::UITK::D3DResourcesProvider
{
public:
Sample() noexcept(false);
~Sample();
Sample(Sample&&) = delete;
Sample& operator= (Sample&&) = delete;
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();
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnConstrained() {}
void OnUnConstrained() {}
void OnWindowMoved();
void OnWindowSizeChanged(int width, int height);
// ATG::UITK::D3DResourcesProvider
ID3D12Device* GetD3DDevice() override { return m_deviceResources->GetD3DDevice(); }
ID3D12CommandQueue* GetCommandQueue() const override { return m_deviceResources->GetCommandQueue(); }
ID3D12GraphicsCommandList* GetCommandList() const override { return m_deviceResources->GetCommandList(); }
void GetDefaultSize(int& width, int& height) const noexcept;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
public:
void SignInDefaultUser();
void InitializeUI();
void UpdateUserUIData();
private:
static void CALLBACK UserChangeEventCallback(
_In_opt_ void* context,
_In_ XUserLocalId userLocalId,
_In_ XUserChangeEvent event
);
static void CALLBACK UserDeviceAssociationChangedCallback(
_In_opt_ void* context,
_In_ const XUserDeviceAssociationChange* change
);
static void LoopFindControllerForUserWithUiAsync(_In_ void* context);
private:
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// UITK
ATG::UITK::UIManager m_uiManager;
ATG::UITK::UIInputState m_inputState;
std::shared_ptr<ATG::UITK::UIStaticText> m_gamertagText;
std::shared_ptr<ATG::UITK::UIImage> m_gamerpicImage;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
// User
XUserHandle m_user;
XUserLocalId m_userLocalId;
XTaskQueueRegistrationToken m_userChangeEventCallbackToken;
XTaskQueueRegistrationToken m_userDeviceAssociationChangedCallbackToken;
XTaskQueueHandle m_taskQueue;
};