// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #ifndef SAMPLE_UI_CONTROLLER_H #define SAMPLE_UI_CONTROLLER_H #include "SampleManager.h" #include #include "AntTweakBar.h" class SampleSceneController; class CommonUIController; class SampleUIController : public ISampleController { public: SampleUIController(SampleSceneController* s, CommonUIController* c); virtual void onInitialize(); virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); virtual void Render(ID3D11Device*, ID3D11DeviceContext*, ID3D11RenderTargetView*, ID3D11DepthStencilView*); virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc); static void TW_CALL setForceToDamage(const void* value, void* clientData); static void TW_CALL getForceToDamage(void* value, void* clientData); static void TW_CALL setDamageThreshold(const void* value, void* clientData); static void TW_CALL getDamageThreshold(void* value, void* clientData); static void TW_CALL setDamageCap(const void* value, void* clientData); static void TW_CALL getDamageCap(void* value, void* clientData); private: SampleSceneController* mScene; CommonUIController* mCommonUIController; TwBar* mSettingsBar; UINT mWidth; UINT mHeight; }; #endif