// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2020 NVIDIA Corporation. All rights reserved. #ifndef COMMON_UI_CONTROLLER_H #define COMMON_UI_CONTROLLER_H #include "SampleManager.h" #include #include #include #include #include class Renderer; class PhysXController; class BlastController; class CommonUIController : public ISampleController { public: CommonUIController(); virtual ~CommonUIController() {}; virtual HRESULT DeviceCreated(ID3D11Device* pDevice); virtual void DeviceDestroyed(); virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); virtual void Animate(double fElapsedTimeSeconds); virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*); void addDelayedCall(std::function func, const char* message) { addDelayedCall("PLEASE WAIT...", message, func); } void addPopupMessage(const char* title, const char* message, float duration = 2.f) { addDelayedCall(title, message, [] {}, duration); } private: void addDelayedCall(const char* title, const char* message, std::function func, float delay = 0.1f); void drawUI(); void drawCodeProfiler(bool*); //////// used controllers //////// Renderer& getRenderer() const { return getManager()->getRenderer(); } PhysXController& getPhysXController() const { return getManager()->getPhysXController(); } BlastController&getBlastController() const { return getManager()->getBlastController(); } DamageToolController& getDamageToolController() const { return getManager()->getDamageToolController(); } SceneController& getSceneController() const { return getManager()->getSceneController(); } SampleController& getSampleController() const { return getManager()->getSampleController(); } //////// internal data //////// struct DelayedCall { std::function func; const char* title; const char* message; float delay; float delayTotal; }; std::queue m_delayedCalls; float m_dt; }; #endif