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LampArrayUWP.cpp
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LampArrayUWP.cpp
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//--------------------------------------------------------------------------------------
// LampArrayUWP.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "LampArrayUWP.h"
#include "ATGColors.h"
extern void ExitSample() noexcept;
using namespace DirectX;
using Microsoft::WRL::ComPtr;
enum LampPresets
{
WASDRed,
WASDBlink,
Bitmap,
Snake,
SolidGreen,
CycleColors,
BlinkColors
};
const wchar_t* g_PresetNames[] =
{
L"WASD Red",
L"WASD Blink",
L"Bitmap",
L"Snake",
L"Solid Green",
L"Cycle Colors",
L"Blink Colors"
};
Sample::Sample() noexcept(false) :
m_keyDown(false),
m_effectIndex(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);
m_deviceResources->RegisterDeviceNotify(this);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(::IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_deviceResources->SetWindow(window, width, height, rotation);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
m_lightingManager = LightingManager::GetInstance();
UpdateLighting();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto kb = m_keyboard->GetState();
m_keyboardButtons.Update(kb);
if (m_keyDown && !kb.Left && !kb.Right)
{
m_keyDown = false;
}
if (kb.Left && !m_keyDown)
{
m_effectIndex--;
m_keyDown = true;
if (m_effectIndex < 0)
{
m_effectIndex = _countof(g_PresetNames) - 1;
}
else if (m_effectIndex >= _countof(g_PresetNames))
{
m_effectIndex = 0;
}
UpdateLighting();
}
else if (kb.Right && !m_keyDown)
{
m_effectIndex++;
m_keyDown = true;
if (m_effectIndex < 0)
{
m_effectIndex = _countof(g_PresetNames) - 1;
}
else if (m_effectIndex >= _countof(g_PresetNames))
{
m_effectIndex = 0;
}
UpdateLighting();
}
PIXEndEvent();
}
#pragma endregion
void Sample::UpdateLighting()
{
m_lightingManager->ClearLampArrays();
switch (m_effectIndex)
{
case LampPresets::WASDRed:
m_lightingManager->WasdKeysRed();
break;
case LampPresets::Snake:
m_lightingManager->PlaySnakeEffect();
break;
case LampPresets::Bitmap:
m_lightingManager->PlaySimpleBitmapEffect();
break;
case LampPresets::WASDBlink:
m_lightingManager->BlinkWasdKeys();
break;
case LampPresets::SolidGreen:
m_lightingManager->PlayGreenSolidEffect();
break;
case LampPresets::CycleColors:
m_lightingManager->CyclePrimaryColors();
break;
case LampPresets::BlinkColors:
m_lightingManager->BlinkRandomColors();
break;
}
}
#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;
}
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
auto rect = m_deviceResources->GetOutputSize();
auto safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(rect.right, rect.bottom);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
std::wstring tempString;
m_spriteBatch->Begin();
m_font->DrawString(m_spriteBatch.get(), L"LampArray", pos, ATG::Colors::White);
pos.y += m_font->GetLineSpacing() * 1.1f;
tempString = L"< " + std::wstring(g_PresetNames[m_effectIndex]) + L" >";
m_font->DrawString(m_spriteBatch.get(), tempString.c_str(), pos, ATG::Colors::White);
pos.y += m_font->GetLineSpacing() * 1.1f;
if (!m_lightingManager->LampArrayAvailable())
{
tempString = L"No supported devices present";
m_font->DrawString(m_spriteBatch.get(), tempString.c_str(), pos, ATG::Colors::Orange);
}
m_spriteBatch->End();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
PIXEndEvent();
}
// 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::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->ClearState();
m_deviceResources->Trim();
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_keyboardButtons.Reset();
}
void Sample::OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
if (!m_deviceResources->WindowSizeChanged(width, height, rotation))
return;
CreateWindowSizeDependentResources();
}
void Sample::ValidateDevice()
{
m_deviceResources->ValidateDevice();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto context = m_deviceResources->GetD3DDeviceContext();
auto device = m_deviceResources->GetD3DDevice();
m_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_24.spritefont");
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
m_spriteBatch->SetRotation(m_deviceResources->GetRotation());
}
void Sample::OnDeviceLost()
{
m_spriteBatch.reset();
m_font.reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion