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// 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 <DirectXMath.h>
#include <string>
#include <list>
#include <queue>
#include <functional>
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<void()> 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<void()> 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<void()> func;
const char* title;
const char* message;
float delay;
float delayTotal;
};
std::queue<DelayedCall> m_delayedCalls;
float m_dt;
};
#endif
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