This repository has been archived by the owner on Dec 2, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 225
/
SimpleFrontPanel.h
104 lines (74 loc) · 3.32 KB
/
SimpleFrontPanel.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
//--------------------------------------------------------------------------------------
// SimpleFrontPanel.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include <XboxFrontPanel.h>
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample
{
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(IUnknown* window);
// Basic game loop
void Tick();
// Messages
void OnSuspending();
void OnResuming();
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Fill the front panel buffer with a checkerboard pattern
void CheckerboardFillPanelBuffer();
// Fill the front panel buffer with a gradient pattern
void GradientFillPanelBuffer();
// Reduce the brightness of the panel buffer pixels
void DimPanelBuffer();
// Increase the brightness of the panel buffer pixels
void BrightenPanelBuffer();
// Toggle the light associated with the provided button
void ToggleButtonLight(XBOX_FRONT_PANEL_BUTTONS whichButton);
// Conditionally present the front panel when there are dirty pixels
void PresentFrontPanel();
// Save the contents of the front panel buffer as a .dds surface
void CaptureFrontPanelScreen(const wchar_t *fileName);
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
uint64_t m_frame;
DX::StepTimer m_timer;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::SpriteBatch> m_batch;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_background;
// XboxFrontPanel objects
Microsoft::WRL::ComPtr<IXboxFrontPanelControl> m_frontPanelControl;
uint32_t m_screenWidth;
uint32_t m_screenHeight;
// Tracks the buttons states from the previous update in order to facilitate "button held" events
XBOX_FRONT_PANEL_BUTTONS m_rememberedButtons;
std::unique_ptr<uint8_t> m_panelBuffer;
// The m_dirty member will be set whenever there are changes to front panel pixels.
// This way we will only call IXboxFrontPanelControl::PresentBuffer() when there
// are changes to pixels. Note that it is only necessary to present to the front
// panel when there are changes to the pixels.
bool m_dirty;
bool m_checkerboard;
};