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AsynchronousIO.h
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AsynchronousIO.h
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//--------------------------------------------------------------------------------------
// AsynchronousIO.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "OverlappedSample.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();
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
void DrawHelpText(DirectX::XMFLOAT2& pos);
OverlappedSample m_overlappedSample;
// 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;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
// DirectXTK objects.
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> m_background;
std::unique_ptr<DirectX::GraphicsMemory> m_graphicsMemory;
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
};