ppsspp/UWP/PPSSPP_UWPMain.h

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#pragma once
#include <mutex>
#include "Common/GPU/thin3d.h"
#include "Common/Input/InputState.h"
#include "Common/GraphicsContext.h"
#include "Common/DeviceResources.h"
// Renders Direct2D and 3D content on the screen.
namespace UWP {
ref class App;
enum class HardwareButton;
class UWPGraphicsContext : public GraphicsContext {
public:
UWPGraphicsContext(std::shared_ptr<DX::DeviceResources> resources);
void Shutdown() override;
void SwapInterval(int interval) override;
void SwapBuffers() override {}
void Resize() override {}
Draw::DrawContext * GetDrawContext() override {
return draw_;
}
private:
Draw::DrawContext *draw_;
std::shared_ptr<DX::DeviceResources> resources_;
};
class PPSSPP_UWPMain : public DX::IDeviceNotify {
public:
PPSSPP_UWPMain(App ^app, const std::shared_ptr<DX::DeviceResources>& deviceResources);
~PPSSPP_UWPMain();
void CreateWindowSizeDependentResources();
bool Render();
// IDeviceNotify
virtual void OnDeviceLost();
virtual void OnDeviceRestored();
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// Various forwards from App, in simplified format.
// Not sure whether this abstraction is worth it.
void OnKeyDown(int scanCode, Windows::System::VirtualKey virtualKey, int repeatCount);
void OnKeyUp(int scanCode, Windows::System::VirtualKey virtualKey);
void OnTouchEvent(int touchEvent, int touchId, float x, float y, double timestamp);
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void OnMouseWheel(float delta);
bool OnHardwareButton(HardwareButton button);
void RotateXYToDisplay(float &x, float &y);
// Save state fast if we can!
void OnSuspend();
void Close();
void LoadStorageFile(Windows::Storage::StorageFile ^file);
private:
App ^app_;
// Cached pointer to device resources.
std::shared_ptr<DX::DeviceResources> m_deviceResources;
std::unique_ptr<UWPGraphicsContext> ctx_;
};
}