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FrontPanelLogo.cpp
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FrontPanelLogo.cpp
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//--------------------------------------------------------------------------------------
// FrontPanelLogo.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "FrontPanelLogo.h"
#include "ATGColors.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using namespace ATG;
using Microsoft::WRL::ComPtr;
Sample::Sample() :
m_frame(0)
{
// Renders only 2D, so no need for a depth buffer.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
if (IsXboxFrontPanelAvailable())
{
// Get the default front panel
DX::ThrowIfFailed(GetDefaultXboxFrontPanel(m_frontPanelControl.ReleaseAndGetAddressOf()));
// Initialize the FrontPanelDisplay object
m_frontPanelDisplay = std::make_unique<FrontPanelDisplay>(m_frontPanelControl.Get());
// Load the logo image
m_frontPanelDisplay->LoadWICFromFile(L"Assets\\FrontPanelLogo.png");
}
}
// 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");
if (m_frontPanelControl)
{
// wait a few frames and then this only needs to be called once
if (m_timer.GetFrameCount() == 10)
{
m_frontPanelDisplay->Present();
}
}
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
}
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");
auto output = m_deviceResources->GetOutputSize();
auto safe = SimpleMath::Viewport::ComputeTitleSafeArea(output.right, output.bottom);
m_batch->Begin();
m_batch->Draw(m_background.Get(), output);
m_batch->End();
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->ClearRenderTargetView(renderTarget, ATG::Colors::Background);
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());
auto context = m_deviceResources->GetD3DDeviceContext();
m_batch = std::make_unique<SpriteBatch>(context);
DX::ThrowIfFailed(
CreateWICTextureFromFile(device, L"Assets\\FullScreenLogo.png", nullptr, m_background.ReleaseAndGetAddressOf())
);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
#pragma endregion