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SimpleWASAPICaptureUWP.h
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SimpleWASAPICaptureUWP.h
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//--------------------------------------------------------------------------------------
// SimpleWASAPICaptureUWP.h
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#pragma once
#include "DeviceResources.h"
#include "StepTimer.h"
#include "WASAPICapture.h"
#include "WASAPIRenderer.h"
#include "CBuffer.h"
// A basic sample implementation that creates a D3D11 device and
// provides a render loop.
class Sample : public DX::IDeviceNotify
{
public:
Sample();
// Initialization and management
void Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation);
// Basic render loop
void Tick();
// IDeviceNotify
virtual void OnDeviceLost() override;
virtual void OnDeviceRestored() override;
// Messages
void OnActivated();
void OnDeactivated();
void OnSuspending();
void OnResuming();
void OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation);
void ValidateDevice();
// Properties
void GetDefaultSize( int& width, int& height ) const;
private:
void Update(DX::StepTimer const& timer);
void Render();
void Clear();
void CreateDeviceDependentResources();
void CreateWindowSizeDependentResources();
// Device resources.
std::unique_ptr<DX::DeviceResources> m_deviceResources;
// Render objects
std::unique_ptr<DirectX::SpriteBatch> m_spriteBatch;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
bool m_ctrlConnected;
// WASAPI objects
Microsoft::WRL::ComPtr<WASAPICapture> m_captureInterface;
Microsoft::WRL::ComPtr<WASAPIRenderer> m_renderInterface;
std::vector<Windows::Devices::Enumeration::DeviceInformation^> m_captureDevices;
Windows::Devices::Enumeration::DeviceWatcher^ m_captureWatcher;
Windows::Foundation::EventRegistrationToken m_renderEventToken;
Platform::String^ m_currentId;
std::unique_ptr<CBuffer> m_captureBuffer;
WAVEFORMATEX* m_renderFormat;
// Rendering loop timer.
DX::StepTimer m_timer;
bool m_readInput;
bool m_finishInit;
bool m_isRendererSet;
// Input devices.
std::unique_ptr<DirectX::GamePad> m_gamePad;
std::unique_ptr<DirectX::Keyboard> m_keyboard;
DirectX::GamePad::ButtonStateTracker m_gamePadButtons;
DirectX::Keyboard::KeyboardStateTracker m_keyboardButtons;
};