Camera-Renderer/Camera-Renderer_cpp/CameraDirect_cppMain.h

50 lines
1.5 KiB
C++

#pragma once
#include "Common\StepTimer.h"
#include "Common\DeviceResources.h"
#include "Content\Sample3DSceneRenderer.h"
#include "Content\SampleFpsTextRenderer.h"
// Renders Direct2D and 3D content on the screen.
namespace CameraDirect_cpp
{
class CameraDirect_cppMain : public DX::IDeviceNotify
{
public:
CameraDirect_cppMain(const std::shared_ptr<DX::DeviceResources>& deviceResources);
~CameraDirect_cppMain();
void CreateWindowSizeDependentResources();
void StartTracking() { m_sceneRenderer->StartTracking(); }
void TrackingUpdate(float positionX) { m_pointerLocationX = positionX; }
void StopTracking() { m_sceneRenderer->StopTracking(); }
bool IsTracking() { return m_sceneRenderer->IsTracking(); }
void StartRenderLoop();
void StopRenderLoop();
Concurrency::critical_section& GetCriticalSection() { return m_criticalSection; }
// IDeviceNotify
virtual void OnDeviceLost();
virtual void OnDeviceRestored();
private:
void ProcessInput();
void Update();
bool Render();
// Cached pointer to device resources.
std::shared_ptr<DX::DeviceResources> m_deviceResources;
// TODO: Replace with your own content renderers.
std::unique_ptr<Sample3DSceneRenderer> m_sceneRenderer;
std::unique_ptr<SampleFpsTextRenderer> m_fpsTextRenderer;
Windows::Foundation::IAsyncAction^ m_renderLoopWorker;
Concurrency::critical_section m_criticalSection;
// Rendering loop timer.
DX::StepTimer m_timer;
// Track current input pointer position.
float m_pointerLocationX;
};
}