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GamepadCppWinRT.cpp
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GamepadCppWinRT.cpp
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//--------------------------------------------------------------------------------------
// GamepadCppWinRT.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "GamepadCppWinRT.h"
#include "ATGColors.h"
#include "ControllerFont.h"
extern void ExitSample();
using namespace DirectX;
using Microsoft::WRL::ComPtr;
using namespace winrt::Windows::Foundation;
using namespace winrt::Windows::Xbox::Input;
namespace GamepadManager
{
IGamepad GetFirstGamepad()
{
IGamepad gamepad = nullptr;
auto allGamepads = Gamepad::Gamepads();
if (allGamepads.Size() > 0)
{
gamepad = allGamepads.GetAt(0);
}
return gamepad;
}
};
Sample::Sample() :
m_reading(nullptr)
{
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_UNKNOWN);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(::IUnknown* window)
{
m_deviceResources->SetWindow(window);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
m_currentGamepad = GamepadManager::GetFirstGamepad();
m_currentGamepadNeedsRefresh = false;
Gamepad::GamepadAdded({ this, &Sample::OnGamepadAdded });
Gamepad::GamepadRemoved({ this, &Sample::OnGamepadRemoved });
}
void Sample::OnGamepadAdded(winrt::Windows::Foundation::IInspectable const &, GamepadAddedEventArgs const &)
{
m_currentGamepadNeedsRefresh = true;
}
void Sample::OnGamepadRemoved(winrt::Windows::Foundation::IInspectable const &, GamepadRemovedEventArgs const &)
{
m_currentGamepadNeedsRefresh = true;
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame");
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
PIXEndEvent();
}
// Updates the world.
void Sample::Update(DX::StepTimer const& )
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
if (m_currentGamepadNeedsRefresh)
{
auto mostRecentGamepad = GamepadManager::GetFirstGamepad();
if (m_currentGamepad != mostRecentGamepad)
{
m_currentGamepad = mostRecentGamepad;
}
m_currentGamepadNeedsRefresh = false;
}
if (m_currentGamepad == nullptr)
{
m_buttonString.clear();
PIXEndEvent();
return;
}
m_reading = m_currentGamepad.GetCurrentReading();
m_buttonString = L"Buttons pressed: ";
int exitComboPressed = 0;
if (m_reading.IsDPadUpPressed())
{
m_buttonString += L"[DPad]Up ";
}
if (m_reading.IsDPadDownPressed())
{
m_buttonString += L"[DPad]Down ";
}
if (m_reading.IsDPadRightPressed())
{
m_buttonString += L"[DPad]Right ";
}
if (m_reading.IsDPadLeftPressed())
{
m_buttonString += L"[DPad]Left ";
}
if (m_reading.IsAPressed())
{
m_buttonString += L"[A] ";
}
if (m_reading.IsBPressed())
{
m_buttonString += L"[B] ";
}
if (m_reading.IsXPressed())
{
m_buttonString += L"[X] ";
}
if (m_reading.IsYPressed())
{
m_buttonString += L"[Y] ";
}
if (m_reading.IsLeftShoulderPressed())
{
m_buttonString += L"[LB] ";
exitComboPressed += 1;
}
if (m_reading.IsRightShoulderPressed())
{
m_buttonString += L"[RB] ";
exitComboPressed += 1;
}
if (m_reading.IsLeftThumbstickPressed())
{
m_buttonString += L"[LThumb] ";
}
if (m_reading.IsRightThumbstickPressed())
{
m_buttonString += L"[RThumb] ";
}
if (m_reading.IsMenuPressed())
{
m_buttonString += L"[Menu] ";
exitComboPressed += 1;
}
if (m_reading.IsViewPressed())
{
m_buttonString += L"[View] ";
exitComboPressed += 1;
}
m_leftTrigger = m_reading.LeftTrigger();
m_rightTrigger = m_reading.RightTrigger();
m_leftStickX = m_reading.LeftThumbstickX();
m_leftStickY = m_reading.LeftThumbstickY();
m_rightStickX = m_reading.RightThumbstickX();
m_rightStickY = m_reading.RightThumbstickY();
if (exitComboPressed == 4)
ExitSample();
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the render target to render a new frame.
m_deviceResources->Prepare();
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
auto rect = m_deviceResources->GetOutputSize();
auto safeRect = SimpleMath::Viewport::ComputeTitleSafeArea(rect.right, rect.bottom);
XMFLOAT2 pos(float(safeRect.left), float(safeRect.top));
wchar_t tempString[256] = {};
m_spriteBatch->Begin();
m_spriteBatch->Draw(m_background.Get(), m_deviceResources->GetOutputSize());
if (!m_buttonString.empty())
{
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), m_buttonString.c_str(), pos);
pos.y += m_font->GetLineSpacing() * 1.5f;
swprintf(tempString, 255, L"[LT] %1.3f", m_leftTrigger);
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), tempString, pos);
pos.y += m_font->GetLineSpacing() * 1.5f;
swprintf(tempString, 255, L"[RT] %1.3f", m_rightTrigger);
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), tempString, pos);
pos.y += m_font->GetLineSpacing() * 1.5f;
swprintf(tempString, 255, L"[LThumb] X: %1.3f Y: %1.3f", m_leftStickX, m_leftStickY);
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), tempString, pos);
pos.y += m_font->GetLineSpacing() * 1.5f;
swprintf(tempString, 255, L"[RThumb] X: %1.3f Y: %1.3f", m_rightStickX, m_rightStickY);
DX::DrawControllerString(m_spriteBatch.get(), m_font.get(), m_ctrlFont.get(), tempString, pos);
}
else
{
m_font->DrawString(m_spriteBatch.get(), L"No controller connected", pos, ATG::Colors::Orange);
}
m_spriteBatch->End();
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit();
PIXEndEvent(context);
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto renderTarget = m_deviceResources->GetRenderTargetView();
context->ClearRenderTargetView(renderTarget, ATG::Colors::Background);
context->OMSetRenderTargets(1, &renderTarget, nullptr);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Suspend(0);
}
void Sample::OnResuming()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Resume();
m_timer.ResetElapsedTime();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto context = m_deviceResources->GetD3DDeviceContext();
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device, m_deviceResources->GetBackBufferCount());
m_spriteBatch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_24.spritefont");
m_ctrlFont = std::make_unique<SpriteFont>(device, L"XboxOneController.spritefont");
DX::ThrowIfFailed(CreateDDSTextureFromFile(device, L"gamepad.dds", nullptr, m_background.ReleaseAndGetAddressOf()));
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
#pragma endregion