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/*
* Copyright 2020 Google LLC
*
*/
/*
* Copyright (c) 2020, Alliance for Open Media. All rights reserved
*
* This source code is subject to the terms of the BSD 2 Clause License and
* the Alliance for Open Media Patent License 1.0. If the BSD 2 Clause License
* was not distributed with this source code in the LICENSE file, you can
* obtain it at www.aomedia.org/license/software. If the Alliance for Open
* Media Patent License 1.0 was not distributed with this source code in the
* PATENTS file, you can obtain it at www.aomedia.org/license/patent.
*/
#include "pch.h"
#include "App.h"
#include <ppltasks.h>
#include <Xinput.h>
using namespace uwp_dx12_player;
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;
using Microsoft::WRL::ComPtr;
// The DirectX 12 Application template is documented at https://go.microsoft.com/fwlink/?LinkID=613670&clcid=0x409
// The main function is only used to initialize our IFrameworkView class.
[Platform::MTAThread] int main(Platform::Array<Platform::String ^> ^) {
PlayerWindow::InitializeLog(logging::LOG_INFO);
XB_LOGI << "Start application";
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);
}
// 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);
}
// 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<PlayerWindow>(new PlayerWindow(CoreWindow::GetForCurrentThread()));
m_decoder_state = m_main->Run();
}
}
// This method is called after the window becomes active.
void App::Run() {
DWORD lastPacketNumber = 0;
while (!m_windowClosed) {
if (m_decoder_state == -1) {
// Decoder creation failed. Exit
XB_LOGE << "Unable to create decoder instance. May be due to wrong application mode (must be GAME MODE)";
break;
}
if (m_windowVisible) {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
XINPUT_STATE state;
ZeroMemory(&state, sizeof(XINPUT_STATE));
if (XInputGetState(0, &state) == ERROR_SUCCESS) {
if (state.dwPacketNumber != lastPacketNumber) {
if (state.Gamepad.wButtons == XINPUT_GAMEPAD_DPAD_RIGHT) {
m_main->StopDecode(taskNext);
}
lastPacketNumber = state.dwPacketNumber;
}
}
if (m_windowVisible) {
m_main->ShowFrame();
}
if (m_main->isJobsDone()) {
XB_LOGI << "Close main window";
m_main->StopDecode(taskStop);
m_windowClosed = true;
}
} else {
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
m_main->StopDecode(taskStopFlush);
m_windowClosed = true;
}
}
}
// 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]() {
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.
// m_main->OnResuming();
}
// Window event handlers.
void App::OnWindowSizeChanged(CoreWindow ^ sender, WindowSizeChangedEventArgs ^ args) {
// GetDeviceResources()->SetLogicalSize(Size(sender->Bounds.Width, sender->Bounds.Height));
// m_main->OnWindowSizeChanged();
}
void App::OnVisibilityChanged(CoreWindow ^ sender, VisibilityChangedEventArgs ^ args) {
m_windowVisible = args->Visible;
}
void App::OnWindowClosed(CoreWindow ^ sender, CoreWindowEventArgs ^ args) { m_windowClosed = true; }
// 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.
// GetDeviceResources()->SetDpi(sender->LogicalDpi);
// m_main->OnWindowSizeChanged();
}
void App::OnOrientationChanged(DisplayInformation ^ sender, Object ^ args) {
// GetDeviceResources()->SetCurrentOrientation(sender->CurrentOrientation);
// m_main->OnWindowSizeChanged();
}
void App::OnDisplayContentsInvalidated(DisplayInformation ^ sender, Object ^ args) {
// GetDeviceResources()->ValidateDevice();
}