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SimplePLM.cpp
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SimplePLM.cpp
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//--------------------------------------------------------------------------------------
// SimplePLM.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimplePLM.h"
#include "ATGColors.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
Sample::Sample() noexcept(false) :
m_useDeferral(false),
m_consoleIsValid(false),
m_frame(0)
{
// 2D only rendering
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
m_console = std::make_unique<DX::TextConsoleImage>();
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window)
{
m_gamePad = std::make_unique<GamePad>();
m_deviceResources->SetWindow(window);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame %llu", m_frame);
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
PIXEndEvent();
m_frame++;
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
if (m_gamePadButtons.b == GamePad::ButtonStateTracker::PRESSED)
{
m_useDeferral = !m_useDeferral;
if (m_useDeferral)
{
LogPLMEvent(L"Will use a suspend deferral.");
}
else
{
LogPLMEvent(L"Will not use a suspend deferral.");
}
}
if (m_gamePadButtons.y == GamePad::ButtonStateTracker::PRESSED)
{
LogPLMEvent(L"Performing a Restart");
Windows::ApplicationModel::Core::CoreApplication::RestartApplicationOnly("Restart", nullptr);
}
if (m_gamePadButtons.x == GamePad::ButtonStateTracker::PRESSED)
{
LogPLMEvent(L"Showing AccountPicker");
Windows::Xbox::UI::SystemUI::ShowAccountPickerAsync(nullptr, Windows::Xbox::UI::AccountPickerOptions::None);
}
if (m_gamePadButtons.a == GamePad::ButtonStateTracker::PRESSED)
{
LogPLMEvent(L"Launching into Settings");
Windows::System::Launcher::LaunchUriAsync(ref new Windows::Foundation::Uri(L"settings:"));
}
}
else
{
m_gamePadButtons.Reset();
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the render target to render a new frame.
m_deviceResources->Prepare();
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
m_console->Render();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit();
PIXEndEvent(context);
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto renderTarget = m_deviceResources->GetRenderTargetView();
context->OMSetRenderTargets(1, &renderTarget, nullptr);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Suspend(0);
}
void Sample::OnResuming()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Resume();
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device, m_deviceResources->GetBackBufferCount());
m_console->RestoreDevice(m_deviceResources->GetD3DDeviceContext(), L"Courier_16.spritefont", L"ATGSampleBackground.DDS");
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
auto viewport = m_deviceResources->GetScreenViewport();
m_console->SetViewport(viewport);
m_console->SetWindow(m_deviceResources->GetOutputSize(), true);
// Now that the Console is valid we can flush any logs to the console.
m_consoleIsValid = true;
while (!m_logCache.empty())
{
m_console->WriteLine(m_logCache.back().c_str());
m_logCache.pop_back();
}
}
#pragma endregion
void Sample::ShowInstructions()
{
m_logCache.insert(m_logCache.begin(), L"Simple PLM");
m_logCache.insert(m_logCache.begin(), L"Launch Settings with A button");
m_logCache.insert(m_logCache.begin(), L"Toggle suspend deferral with B button (default is off)");
m_logCache.insert(m_logCache.begin(), L"Show AccountPicker with X button");
m_logCache.insert(m_logCache.begin(), L"Perform a RestartAplicationOnly with Y button");
}
void Sample::LogPLMEvent(const wchar_t* primaryLog, const wchar_t* secondaryData)
{
unsigned int tid = GetCurrentThreadId();
SYSTEMTIME curTime;
GetSystemTime(&curTime);
wchar_t timeAndTid[25];
swprintf_s(timeAndTid, L"[%02d:%02d:%02d:%03d](%d)", curTime.wHour, curTime.wMinute, curTime.wSecond, curTime.wMilliseconds, tid);
std::wstring logLine = timeAndTid;
logLine += L" ";
logLine += primaryLog;
logLine += L" ";
logLine += secondaryData;
//Output to Debug Console.
OutputDebugStringW(logLine.c_str());
OutputDebugStringW(L"\n");
//Output to screen. We must cache screen logs if a log occurs when there is no valid screen console yet.
if (!m_consoleIsValid)
{
m_logCache.insert(m_logCache.begin(), logLine);
}
else
{
m_console->WriteLine(logLine.c_str());
}
}