ppsspp/UWP/App.cpp

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#include "pch.h"
#include "App.h"
#include <ppltasks.h>
using namespace UWP;
using namespace concurrency;
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::UI::Input;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^) {
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
IFrameworkView^ Direct3DApplicationSource::CreateView() {
return ref new App();
}
App::App() :
m_windowClosed(false),
m_windowVisible(true)
{
}
// The first method called when the IFrameworkView is being created.
void App::Initialize(CoreApplicationView^ applicationView) {
// Register event handlers for app lifecycle. This example includes Activated, so that we
// can make the CoreWindow active and start rendering on the window.
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &App::OnActivated);
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &App::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &App::OnResuming);
// At this point we have access to the device.
// We can create the device-dependent resources.
m_deviceResources = std::make_shared<DX::DeviceResources>();
}
// Called when the CoreWindow object is created (or re-created).
void App::SetWindow(CoreWindow^ window) {
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &App::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &App::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &App::OnWindowClosed);
DisplayInformation^ currentDisplayInformation = DisplayInformation::GetForCurrentView();
currentDisplayInformation->DpiChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDpiChanged);
currentDisplayInformation->OrientationChanged +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnOrientationChanged);
DisplayInformation::DisplayContentsInvalidated +=
ref new TypedEventHandler<DisplayInformation^, Object^>(this, &App::OnDisplayContentsInvalidated);
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// window->KeyDown += ref new TypedEventHandler<DisplayInformation, Object^>(this, &App::OnKeyDown);
m_deviceResources->SetWindow(window);
}
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// Initializes scene resources, or loads a previously saved app state.
void App::Load(Platform::String^ entryPoint) {
if (m_main == nullptr) {
m_main = std::unique_ptr<PPSSPP_UWPMain>(new PPSSPP_UWPMain(m_deviceResources));
}
}
// This method is called after the window becomes active.
void App::Run() {
while (!m_windowClosed) {
if (m_windowVisible) {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
m_main->Update();
if (m_main->Render()) {
m_deviceResources->Present();
}
} else {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
// Required for IFrameworkView.
// Terminate events do not cause Uninitialize to be called. It will be called if your IFrameworkView
// class is torn down while the app is in the foreground.
void App::Uninitialize() {
}
// Application lifecycle event handlers.
void App::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args) {
// Run() won't start until the CoreWindow is activated.
CoreWindow::GetForCurrentThread()->Activate();
}
void App::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args) {
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely. After about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
create_task([this, deferral]() {
m_deviceResources->Trim();
// Insert your code here.
deferral->Complete();
});
}
void App::OnResuming(Platform::Object^ sender, Platform::Object^ args) {
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
// Insert your code here.
}
// Window event handlers.
void App::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
m_deviceResources->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
m_main->CreateWindowSizeDependentResources();
}
void App::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args) {
m_windowVisible = args->Visible;
}
void App::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args) {
m_windowClosed = true;
}
void App::OnKeyDown(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args) {
}
// DisplayInformation event handlers.
void App::OnDpiChanged(DisplayInformation^ sender, Object^ args) {
// Note: The value for LogicalDpi retrieved here may not match the effective DPI of the app
// if it is being scaled for high resolution devices. Once the DPI is set on DeviceResources,
// you should always retrieve it using the GetDpi method.
// See DeviceResources.cpp for more details.
m_deviceResources->SetDpi(sender->LogicalDpi);
m_main->CreateWindowSizeDependentResources();
}
void App::OnOrientationChanged(DisplayInformation^ sender, Object^ args) {
m_deviceResources->SetCurrentOrientation(sender->CurrentOrientation);
m_main->CreateWindowSizeDependentResources();
}
void App::OnDisplayContentsInvalidated(DisplayInformation^ sender, Object^ args) {
m_deviceResources->ValidateDevice();
}