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MouseCursor.h
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MouseCursor.h
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//--------------------------------------------------------------------------------------
// MouseCursor.h
//
// MouseCursor UWP sample
//
// 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;
enum MouseMode {ABSOLUTE_MOUSE, RELATIVE_MOUSE, CLIPCURSOR_MOUSE};
// Initialization and management
void Initialize( IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation );
// Basic render loop
void Tick();
//IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Mouse cursor camera and target updates
void UpdatePointer( Windows::Foundation::Point screen );
void UpdateCamera( DirectX::SimpleMath::Vector3 movement );
void MoveForward( float amount );
void MoveRight( float amount );
// Sample logic
MouseMode SetMode( Windows::Foundation::Point mouseLocation );
void CheckLocation( Windows::Foundation::Point mouseLocation );
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged( int width, int height, DXGI_MODE_ROTATION rotation );
void ValidateDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
// MouseCursor sample
void SetView();
bool m_isAbsolute;
bool m_isRelative;
bool m_isClipCursor;
bool m_highlightFPS;
bool m_highlightRTS;
// FPS
DirectX::SimpleMath::Vector3 m_eyeFPS;
DirectX::SimpleMath::Vector3 m_targetFPS;
// RTS
DirectX::SimpleMath::Vector3 m_eyeRTS;
DirectX::SimpleMath::Vector3 m_targetRTS;
DirectX::SimpleMath::Vector3 m_eye;
DirectX::SimpleMath::Vector3 m_target;
float m_pitch, m_yaw;
DirectX::SimpleMath::Matrix m_world;
DirectX::SimpleMath::Matrix m_view;
DirectX::SimpleMath::Matrix m_proj;
Windows::Foundation::Point m_absoluteLocation;
Windows::Foundation::Point m_screenLocation;
// DirectXTK rendering
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_font64;
std::unique_ptr<DirectX::SpriteFont> m_font32;
std::unique_ptr<DirectX::SpriteFont> m_font28;
DirectX::SimpleMath::Vector2 m_fontPos;
DirectX::SimpleMath::Vector2 m_fontPosTitle;
DirectX::SimpleMath::Vector2 m_fontPosSubtitle;
DirectX::SimpleMath::Vector2 m_fontPosFPS;
DirectX::SimpleMath::Vector2 m_fontPosRTS;
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::CommonStates> m_states;
std::unique_ptr<DirectX::EffectFactory> m_fxFactory;
std::unique_ptr<DirectX::Model> m_modelFPS;
std::unique_ptr<DirectX::Model> m_modelRTS;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture_background;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture_tile;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_texture_tile_border;
RECT m_fullscreenRect;
RECT m_FPStile;
RECT m_RTStile;
};