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UserManagement.h
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//--------------------------------------------------------------------------------------
// UserManagement.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "TextConsole.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();
void OnVisibilityChanged(Windows::UI::Core::VisibilityChangedEventArgs^ args);
// Properties
bool RequestHDRMode() const noexcept { return m_deviceResources ? (m_deviceResources->GetDeviceOptions() & DX::DeviceResources::c_EnableHDR) != 0 : false; }
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Get platform gamepad from DirectXTK player index.
Windows::Xbox::Input::IGamepad^ GetGamepad(int index);
// Show account picker with options, then return User.
Concurrency::task<Windows::Xbox::System::User^> PickUserAsync(Windows::Xbox::Input::IController^ controller, Windows::Xbox::UI::AccountPickerOptions options);
// Write information to the sample console window.
void WriteControllers();
void WriteController(Windows::Xbox::Input::IController^ controller);
void WriteUsers();
void WriteUser(Windows::Xbox::System::User^ user);
// 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;
std::array<DirectX::GamePad::ButtonStateTracker, DirectX::GamePad::MAX_PLAYER_COUNT> m_gamePadButtons;
// DirectXTK objects.
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_smallFont;
std::unique_ptr<DirectX::SpriteFont> m_controllerLegendFont;
// Text console.
std::unique_ptr<DX::TextConsole> m_console;
// User management objects.
Windows::Xbox::System::User^ m_activeUser;
Windows::Xbox::System::User^ m_currentUser;
int m_signOutDeferralTimeInSeconds;
};