1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
|
// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
#include "Application.h"
#include <DirectXMath.h>
#include "XInput.h"
#include "DXUTMisc.h"
Application::Application(std::wstring sampleName)
: m_sampleName(sampleName)
{
m_deviceManager = new DeviceManager();
}
void Application::addControllerToFront(IApplicationController* controller)
{
m_controllers.push_back(controller);
}
int Application::run()
{
// FirstPersonCamera uses this timer, without it it will be FPS-dependent
DXUTGetGlobalTimer()->Start();
for (auto it = m_controllers.begin(); it != m_controllers.end(); it++)
m_deviceManager->AddControllerToFront(*it);
DeviceCreationParameters deviceParams;
deviceParams.swapChainFormat = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
deviceParams.swapChainSampleCount = 4;
deviceParams.startFullscreen = false;
deviceParams.backBufferWidth = 1600;
deviceParams.backBufferHeight = 900;
#if defined(DEBUG) | defined(_DEBUG)
deviceParams.createDeviceFlags = D3D11_CREATE_DEVICE_DEBUG;
#endif
deviceParams.featureLevel = D3D_FEATURE_LEVEL_11_0;
if (FAILED(m_deviceManager->CreateWindowDeviceAndSwapChain(deviceParams, m_sampleName.c_str())))
{
MessageBoxA(nullptr, "Cannot initialize the D3D11 device with the requested parameters", "Error",
MB_OK | MB_ICONERROR);
return 1;
}
for (auto it = m_controllers.begin(); it != m_controllers.end(); it++)
(*it)->onInitialize();
for (auto it = m_controllers.begin(); it != m_controllers.end(); it++)
(*it)->onSampleStart();
m_deviceManager->SetVsyncEnabled(false);
m_deviceManager->MessageLoop();
for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++)
(*it)->onSampleStop();
for (auto it = m_controllers.rbegin(); it != m_controllers.rend(); it++)
(*it)->onTerminate();
m_deviceManager->Shutdown();
delete m_deviceManager;
return 0;
}
|