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#include "pch.h"
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#include "BasicTimer.h"
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#include "Direct3DApp1.h"
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using namespace Windows::ApplicationModel;
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using namespace Windows::ApplicationModel::Core;
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using namespace Windows::ApplicationModel::Activation;
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using namespace Windows::UI::Core;
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using namespace Windows::System;
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using namespace Windows::Foundation;
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using namespace Windows::Graphics::Display;
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using namespace concurrency;
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Direct3DApp1::Direct3DApp1()
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: m_windowClosed(false)
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, m_windowVisible(true)
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{
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}
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void Direct3DApp1::Initialize(CoreApplicationView ^ applicationView)
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{
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applicationView->Activated +=
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ref new TypedEventHandler<CoreApplicationView ^, IActivatedEventArgs ^>(
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this, &Direct3DApp1::OnActivated);
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CoreApplication::Suspending += ref new EventHandler<SuspendingEventArgs ^>(
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this, &Direct3DApp1::OnSuspending);
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CoreApplication::Resuming +=
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ref new EventHandler<Platform::Object ^>(this, &Direct3DApp1::OnResuming);
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m_renderer = ref new CubeRenderer();
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}
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void Direct3DApp1::SetWindow(CoreWindow ^ window)
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{
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window->SizeChanged +=
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ref new TypedEventHandler<CoreWindow ^, WindowSizeChangedEventArgs ^>(
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this, &Direct3DApp1::OnWindowSizeChanged);
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window->VisibilityChanged +=
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ref new TypedEventHandler<CoreWindow ^, VisibilityChangedEventArgs ^>(
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this, &Direct3DApp1::OnVisibilityChanged);
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window->Closed +=
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ref new TypedEventHandler<CoreWindow ^, CoreWindowEventArgs ^>(
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this, &Direct3DApp1::OnWindowClosed);
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#ifndef PHONE
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window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
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#endif
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window->PointerPressed +=
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ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(
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this, &Direct3DApp1::OnPointerPressed);
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window->PointerMoved +=
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ref new TypedEventHandler<CoreWindow ^, PointerEventArgs ^>(
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this, &Direct3DApp1::OnPointerMoved);
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m_renderer->Initialize(CoreWindow::GetForCurrentThread());
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}
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void Direct3DApp1::Load(Platform::String ^ entryPoint)
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{
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}
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void Direct3DApp1::Run()
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{
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BasicTimer ^ timer = ref new BasicTimer();
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while (!m_windowClosed) {
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if (m_windowVisible) {
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timer->Update();
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(
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CoreProcessEventsOption::ProcessAllIfPresent);
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m_renderer->Update(timer->Total, timer->Delta);
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m_renderer->Render();
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m_renderer
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->Present(); // This call is synchronized to the display frame rate.
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} else {
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CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(
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CoreProcessEventsOption::ProcessOneAndAllPending);
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}
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}
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}
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void Direct3DApp1::Uninitialize()
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{
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}
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void Direct3DApp1::OnWindowSizeChanged(CoreWindow ^ sender,
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WindowSizeChangedEventArgs ^ args)
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{
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m_renderer->UpdateForWindowSizeChange();
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}
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void Direct3DApp1::OnVisibilityChanged(CoreWindow ^ sender,
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VisibilityChangedEventArgs ^ args)
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{
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m_windowVisible = args->Visible;
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}
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void Direct3DApp1::OnWindowClosed(CoreWindow ^ sender,
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CoreWindowEventArgs ^ args)
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{
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m_windowClosed = true;
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}
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void Direct3DApp1::OnPointerPressed(CoreWindow ^ sender,
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PointerEventArgs ^ args)
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{
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// Insert your code here.
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}
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void Direct3DApp1::OnPointerMoved(CoreWindow ^ sender, PointerEventArgs ^ args)
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{
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// Insert your code here.
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}
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void Direct3DApp1::OnActivated(CoreApplicationView ^ applicationView,
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IActivatedEventArgs ^ args)
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{
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CoreWindow::GetForCurrentThread()->Activate();
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}
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void Direct3DApp1::OnSuspending(Platform::Object ^ sender,
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SuspendingEventArgs ^ args)
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{
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// Save app state asynchronously after requesting a deferral. Holding a
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// deferral
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// indicates that the application is busy performing suspending operations.
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// Be
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// aware that a deferral may not be held indefinitely. After about five
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// seconds,
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// the app will be forced to exit.
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SuspendingDeferral ^ deferral = args->SuspendingOperation->GetDeferral();
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m_renderer->ReleaseResourcesForSuspending();
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create_task([this, deferral]() {
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// Insert your code here.
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deferral->Complete();
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});
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}
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void Direct3DApp1::OnResuming(Platform::Object ^ sender,
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Platform::Object ^ args)
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{
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// Restore any data or state that was unloaded on suspend. By default, data
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// and state are persisted when resuming from suspend. Note that this event
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// does not occur if the app was previously terminated.
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m_renderer->CreateWindowSizeDependentResources();
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}
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IFrameworkView ^ Direct3DApplicationSource::CreateView()
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{
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return ref new Direct3DApp1();
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}
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[Platform::MTAThread] int main(Platform::Array<Platform::String ^> ^)
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{
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auto direct3DApplicationSource = ref new Direct3DApplicationSource();
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CoreApplication::Run(direct3DApplicationSource);
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return 0;
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}
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