/* * Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, 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. */ #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(); } 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; bool m_drawGui; }; #endif