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RawGameControllerUWP.h
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RawGameControllerUWP.h
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//--------------------------------------------------------------------------------------
// RawGameControllerUWP.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include <Windows.Gaming.Input.h>
#include <collection.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;
// 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;
// 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();
Windows::Gaming::Input::RawGameController^ GetFirstController();
void RefreshControllerInfo();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Render objects.
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_background;
//Gamepad states
Platform::Collections::Vector<Windows::Gaming::Input::RawGameController^>^ m_localCollection;
Windows::Gaming::Input::RawGameController^ m_currentController;
uint32_t m_currentButtonCount;
uint32_t m_currentSwitchCount;
uint32_t m_currentAxisCount;
Platform::Array<bool>^ m_currentButtonReading;
Platform::Array<Windows::Gaming::Input::GameControllerSwitchPosition>^ m_currentSwitchReading;
Platform::Array<double>^ m_currentAxisReading;
bool m_currentControllerNeedsRefresh;
std::wstring m_buttonString;
double m_leftTrigger;
double m_rightTrigger;
double m_leftStickX;
double m_leftStickY;
double m_rightStickX;
double m_rightStickY;
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Rendering loop timer.
DX::StepTimer m_timer;
};