Udostępnij za pośrednictwem


IFrameworkView Interface

Definition

Represents an app view provider.

public interface class IFrameworkView
/// [Windows.Foundation.Metadata.ContractVersion(Windows.Foundation.UniversalApiContract, 65536)]
/// [Windows.Foundation.Metadata.Guid(4205534416, 35108, 17836, 173, 15, 160, 143, 174, 93, 3, 36)]
struct IFrameworkView
[Windows.Foundation.Metadata.ContractVersion(typeof(Windows.Foundation.UniversalApiContract), 65536)]
[Windows.Foundation.Metadata.Guid(4205534416, 35108, 17836, 173, 15, 160, 143, 174, 93, 3, 36)]
public interface IFrameworkView
Public Interface IFrameworkView
Derived
Attributes

Windows requirements

Device family
Windows 10 (introduced in 10.0.10240.0)
API contract
Windows.Foundation.UniversalApiContract (introduced in v1.0)

Remarks

Object that implement this interface should be returned by the CreateView method on your implementation of IFrameworkViewSource, which is a factory type interface.

These three methods are called, in order, after the app object (defined by a CoreApplication singleton instance) has started.

The following code example demonstrates how you can use IFrameworkView to implement a simple Direct3D view provider.

// App.cpp in a CoreApp project.
#include "pch.h"
#include <d3d11_2.h>

using namespace winrt;
using namespace Windows;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::Foundation::Numerics;
using namespace Windows::UI;
using namespace Windows::UI::Core;
using namespace Windows::UI::Composition;

struct App : implements<App, IFrameworkViewSource, IFrameworkView>
{
    IFrameworkView CreateView()
    {
        return *this;
    }

    // This method is called on application launch.
    void Initialize(CoreApplicationView const& applicationView)
    {
        applicationView.Activated({ this, &App::OnActivated });
    }

    void Load(winrt::hstring const& /*entryPoint*/)
    {
    }

    void OnActivated(CoreApplicationView const& /* applicationView */, IActivatedEventArgs const& /* args */)
    {
        // Activate the application window, making it visible and enabling it to receive events.
        CoreWindow::GetForCurrentThread().Activate();
    }

    // This method is called after Load.
    void Run()
    {
        // First, create the Direct3D device.

        // This flag is required in order to enable compatibility with Direct2D.
        UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;

#if defined(_DEBUG)
        // If the project is in a debug build, enable debugging via SDK Layers with this flag.
        creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

        // This array defines the ordering of feature levels that D3D should attempt to create.
        D3D_FEATURE_LEVEL featureLevels[] =
        {
            D3D_FEATURE_LEVEL_11_1,
            D3D_FEATURE_LEVEL_11_0,
            D3D_FEATURE_LEVEL_10_1,
            D3D_FEATURE_LEVEL_10_0,
            D3D_FEATURE_LEVEL_9_3,
            D3D_FEATURE_LEVEL_9_1
        };

        winrt::com_ptr<ID3D11Device> d3dDevice;
        winrt::com_ptr<ID3D11DeviceContext> d3dDeviceContext;
        winrt::check_hresult(
            ::D3D11CreateDevice(
                nullptr,                    // specify nullptr to use the default adapter
                D3D_DRIVER_TYPE_HARDWARE,
                nullptr,                    // leave as nullptr if hardware is used
                creationFlags,              // optionally set debug and Direct2D compatibility flags
                featureLevels,
                ARRAYSIZE(featureLevels),
                D3D11_SDK_VERSION,          // always set this to D3D11_SDK_VERSION
                d3dDevice.put(),
                nullptr,
                d3dDeviceContext.put()
            )
        );

        // Retrieve the Direct3D 11.1 interfaces.
        m_d3dDevice = d3dDevice.as<ID3D11Device1>();
        m_d3dDeviceContext = d3dDeviceContext.as<ID3D11DeviceContext1>();

        // After the D3D device is created, create additional application resources.
        CreateWindowSizeDependentResources();

        // Enter the render loop.  Note that a UWP app should never exit.
        while (true)
        {
            // Process events incoming to the window.
            m_window.get().Dispatcher().ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);

            // Specify the render target we created as the output target.
            ID3D11RenderTargetView *const targets[1]{ m_renderTargetView.get() };
            m_d3dDeviceContext->OMSetRenderTargets(
                1,
                targets,
                nullptr // use no depth stencil
            );

            // Clear the render target to a solid color.
            const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f };
            m_d3dDeviceContext->ClearRenderTargetView(
                m_renderTargetView.get(),
                clearColor
            );

            // Present the rendered image to the window.  Because the maximum frame latency is set to 1,
            // the render loop will generally be throttled to the screen refresh rate, typically around
            // 60Hz, by sleeping the application on Present until the screen is refreshed.
            winrt::check_hresult(
                m_swapChain->Present(1, 0)
            );
        }
    }

    // This method is called after Initialize.
    void SetWindow(CoreWindow const& window)
    {
        m_window = window;

        // Specify the cursor type as the standard arrow cursor.
        m_window.get().PointerCursor(CoreCursor{ CoreCursorType::Arrow, 0 });

        // Allow the application to respond when the window size changes.
        window.SizeChanged({ this, &App::OnWindowSizeChanged });
    }

    // This method is called before the application exits.
    void Uninitialize()
    {
    }

private:
    winrt::agile_ref<CoreWindow> m_window;
    winrt::com_ptr<IDXGISwapChain1> m_swapChain;
    winrt::com_ptr<ID3D11Device1> m_d3dDevice;
    winrt::com_ptr<ID3D11DeviceContext1> m_d3dDeviceContext;
    winrt::com_ptr<ID3D11RenderTargetView> m_renderTargetView;

    // This method creates all application resources that depend on
    // the application window size.  It is called at app initialization,
    // and whenever the application window size changes.
    void CreateWindowSizeDependentResources()
    {
        if (m_swapChain != nullptr)
        {
            // If the swap chain already exists, resize it.
            winrt::check_hresult(
                m_swapChain->ResizeBuffers(
                    2,
                    0,
                    0,
                    DXGI_FORMAT_B8G8R8A8_UNORM,
                    0
                )
            );
        }
        else
        {
            // If the swap chain does not exist, create it.
            DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };

            swapChainDesc.Stereo = false;
            swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
            swapChainDesc.Scaling = DXGI_SCALING_NONE;
            swapChainDesc.Flags = 0;

            // Use automatic sizing.
            swapChainDesc.Width = 0;
            swapChainDesc.Height = 0;

            // This is the most common swap chain format.
            swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;

            // Don't use multi-sampling.
            swapChainDesc.SampleDesc.Count = 1;
            swapChainDesc.SampleDesc.Quality = 0;

            // Use two buffers to enable flip effect.
            swapChainDesc.BufferCount = 2;

            // We recommend using this swap effect for all applications.
            swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;


            // Once the swap chain description is configured, it must be
            // created on the same adapter as the existing D3D Device.

            // First, retrieve the underlying DXGI Device from the D3D Device.
            winrt::com_ptr<IDXGIDevice2> dxgiDevice{ m_d3dDevice.as<IDXGIDevice2>() };

            // Ensure that DXGI does not queue more than one frame at a time. This both reduces
            // latency and ensures that the application will only render after each VSync, minimizing
            // power consumption.
            winrt::check_hresult(
                dxgiDevice->SetMaximumFrameLatency(1)
            );

            // Next, get the parent factory from the DXGI Device.
            winrt::com_ptr<IDXGIAdapter> dxgiAdapter;
            winrt::check_hresult(
                dxgiDevice->GetAdapter(dxgiAdapter.put())
            );

            winrt::com_ptr<IDXGIFactory2> dxgiFactory;
            winrt::check_hresult(
                dxgiAdapter->GetParent(__uuidof(dxgiFactory), dxgiFactory.put_void())
            );

            // Finally, create the swap chain.
            winrt::check_hresult(
                dxgiFactory->CreateSwapChainForCoreWindow(
                    m_d3dDevice.get(),
                    winrt::get_unknown(m_window.get()),
                    &swapChainDesc,
                    nullptr, // allow on all displays
                    m_swapChain.put()
                )
            );
        }

        // Once the swap chain is created, create a render target view.  This will
        // allow Direct3D to render graphics to the window.

        winrt::com_ptr<ID3D11Texture2D> backBuffer;
        winrt::check_hresult(
            m_swapChain->GetBuffer(0, __uuidof(backBuffer), backBuffer.put_void())
        );

        winrt::check_hresult(
            m_d3dDevice->CreateRenderTargetView(
                backBuffer.get(),
                nullptr,
                m_renderTargetView.put()
            )
        );

        // After the render target view is created, specify that the viewport,
        // which describes what portion of the window to draw to, should cover
        // the entire window.

        D3D11_TEXTURE2D_DESC backBufferDesc = { 0 };
        backBuffer->GetDesc(&backBufferDesc);

        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0.0f;
        viewport.TopLeftY = 0.0f;
        viewport.Width = static_cast<float>(backBufferDesc.Width);
        viewport.Height = static_cast<float>(backBufferDesc.Height);
        viewport.MinDepth = D3D11_MIN_DEPTH;
        viewport.MaxDepth = D3D11_MAX_DEPTH;

        m_d3dDeviceContext->RSSetViewports(1, &viewport);
    }

    // This method is called whenever the application window size changes.
    void OnWindowSizeChanged(CoreWindow const& /*sender*/, WindowSizeChangedEventArgs const& /* args */)
    {
        m_renderTargetView = nullptr;
        CreateWindowSizeDependentResources();
    }
};

int __stdcall wWinMain(HINSTANCE, HINSTANCE, PWSTR, int)
{
    CoreApplication::Run(winrt::make<App>());
}
ref class MyFrameworkView : public IFrameworkView
{
private:
    Platform::Agile<CoreWindow> m_window;
    ComPtr<IDXGISwapChain1> m_swapChain;
    ComPtr<ID3D11Device1> m_d3dDevice;
    ComPtr<ID3D11DeviceContext1> m_d3dDeviceContext;
    ComPtr<ID3D11RenderTargetView> m_renderTargetView;

public:
    // This method is called on application launch.
    virtual void Initialize(
        _In_ CoreApplicationView^ applicationView
        )
    {
        applicationView->Activated +=
            ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &MyFrameworkView::OnActivated);
    }

    // This method is called after Initialize.
    virtual void SetWindow(
        _In_ CoreWindow^ window
        )
    {
        m_window = window;

        // Specify the cursor type as the standard arrow cursor.
        m_window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);

        // Allow the application to respond when the window size changes.
        m_window->SizeChanged +=
            ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(
                this,
                &MyFrameworkView::OnWindowSizeChanged
                );
    }

    void OnActivated(
        _In_ CoreApplicationView^ applicationView,
        _In_ IActivatedEventArgs^ args
        )
    {
        // Activate the application window, making it visible and enabling it to receive events.
        CoreWindow::GetForCurrentThread()->Activate();
    }

    virtual void Load(_In_ Platform::String^ entryPoint)
    {
    }

    // This method is called after Load.
    virtual void Run()
    {
        // First, create the Direct3D device.

        // This flag is required in order to enable compatibility with Direct2D.
        UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;

#if defined(_DEBUG)
        // If the project is in a debug build, enable debugging via SDK Layers with this flag.
        creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

        // This array defines the ordering of feature levels that D3D should attempt to create.
        D3D_FEATURE_LEVEL featureLevels[] =
        {
            D3D_FEATURE_LEVEL_11_1,
            D3D_FEATURE_LEVEL_11_0,
            D3D_FEATURE_LEVEL_10_1,
            D3D_FEATURE_LEVEL_10_0,
            D3D_FEATURE_LEVEL_9_3,
            D3D_FEATURE_LEVEL_9_1
        };

        ComPtr<ID3D11Device> d3dDevice;
        ComPtr<ID3D11DeviceContext> d3dDeviceContext;
        DX::ThrowIfFailed(
            D3D11CreateDevice(
                nullptr,                    // specify nullptr to use the default adapter
                D3D_DRIVER_TYPE_HARDWARE,
                nullptr,                    // leave as nullptr if hardware is used
                creationFlags,              // optionally set debug and Direct2D compatibility flags
                featureLevels,
                ARRAYSIZE(featureLevels),
                D3D11_SDK_VERSION,          // always set this to D3D11_SDK_VERSION
                &d3dDevice,
                nullptr,
                &d3dDeviceContext
                )
            );

        // Retrieve the Direct3D 11.1 interfaces.
        DX::ThrowIfFailed(
            d3dDevice.As(&m_d3dDevice)
            );

        DX::ThrowIfFailed(
            d3dDeviceContext.As(&m_d3dDeviceContext)
            );

        // After the D3D device is created, create additional application resources.
        CreateWindowSizeDependentResources();

        // Enter the render loop.  Note that UWP apps should never exit.
        while (true)
        {
            // Process events incoming to the window.
            m_window->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);

            // Specify the render target we created as the output target.
            m_d3dDeviceContext->OMSetRenderTargets(
                1,
                m_renderTargetView.GetAddressOf(),
                nullptr // use no depth stencil
                );

            // Clear the render target to a solid color.
            const float clearColor[4] = { 0.071f, 0.04f, 0.561f, 1.0f };
            m_d3dDeviceContext->ClearRenderTargetView(
                m_renderTargetView.Get(),
                clearColor
                );

            // Present the rendered image to the window.  Because the maximum frame latency is set to 1,
            // the render loop will generally be throttled to the screen refresh rate, typically around
            // 60Hz, by sleeping the application on Present until the screen is refreshed.
            DX::ThrowIfFailed(
                m_swapChain->Present(1, 0)
                );
        }
    }

    // This method is called before the application exits.
    virtual void Uninitialize()
    {
    }

private:

    // This method is called whenever the application window size changes.
    void OnWindowSizeChanged(
        _In_ CoreWindow^ sender,
        _In_ WindowSizeChangedEventArgs^ args
        )
    {
        m_renderTargetView = nullptr;
        CreateWindowSizeDependentResources();
    }

    // This method creates all application resources that depend on
    // the application window size.  It is called at app initialization,
    // and whenever the application window size changes.
    void CreateWindowSizeDependentResources()
    {
        if (m_swapChain != nullptr)
        {
            // If the swap chain already exists, resize it.
            DX::ThrowIfFailed(
                m_swapChain->ResizeBuffers(
                    2,
                    0,
                    0,
                    DXGI_FORMAT_B8G8R8A8_UNORM,
                    0
                    )
                );
        }
        else
        {
            // If the swap chain does not exist, create it.
            DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};

            swapChainDesc.Stereo = false;
            swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
            swapChainDesc.Scaling = DXGI_SCALING_NONE;
            swapChainDesc.Flags = 0;

            // Use automatic sizing.
            swapChainDesc.Width = 0;
            swapChainDesc.Height = 0;

            // This is the most common swap chain format.
            swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;

            // Don't use multi-sampling.
            swapChainDesc.SampleDesc.Count = 1;
            swapChainDesc.SampleDesc.Quality = 0;

            // Use two buffers to enable flip effect.
            swapChainDesc.BufferCount = 2;

            // We recommend using this swap effect for all applications.
            swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;


            // Once the swap chain description is configured, it must be
            // created on the same adapter as the existing D3D Device.

            // First, retrieve the underlying DXGI Device from the D3D Device.
            ComPtr<IDXGIDevice2> dxgiDevice;
            DX::ThrowIfFailed(
                m_d3dDevice.As(&dxgiDevice)
                );

            // Ensure that DXGI does not queue more than one frame at a time. This both reduces
            // latency and ensures that the application will only render after each VSync, minimizing
            // power consumption.
            DX::ThrowIfFailed(
                dxgiDevice->SetMaximumFrameLatency(1)
                );

            // Next, get the parent factory from the DXGI Device.
            ComPtr<IDXGIAdapter> dxgiAdapter;
            DX::ThrowIfFailed(
                dxgiDevice->GetAdapter(&dxgiAdapter)
                );

            ComPtr<IDXGIFactory2> dxgiFactory;
            DX::ThrowIfFailed(
                dxgiAdapter->GetParent(IID_PPV_ARGS(&dxgiFactory))
                );

            // Finally, create the swap chain.
            CoreWindow^ window = m_window.Get();
            DX::ThrowIfFailed(
                dxgiFactory->CreateSwapChainForCoreWindow(
                    m_d3dDevice.Get(),
                    reinterpret_cast<IUnknown*>(window),
                    &swapChainDesc,
                    nullptr, // allow on all displays
                    &m_swapChain
                    )
                );
        }

        // Once the swap chain is created, create a render target view.  This will
        // allow Direct3D to render graphics to the window.

        ComPtr<ID3D11Texture2D> backBuffer;
        DX::ThrowIfFailed(
            m_swapChain->GetBuffer(0, IID_PPV_ARGS(&backBuffer))
            );

        DX::ThrowIfFailed(
            m_d3dDevice->CreateRenderTargetView(
                backBuffer.Get(),
                nullptr,
                &m_renderTargetView
                )
            );

        // After the render target view is created, specify that the viewport,
        // which describes what portion of the window to draw to, should cover
        // the entire window.

        D3D11_TEXTURE2D_DESC backBufferDesc = {0};
        backBuffer->GetDesc(&backBufferDesc);

        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0.0f;
        viewport.TopLeftY = 0.0f;
        viewport.Width = static_cast<float>(backBufferDesc.Width);
        viewport.Height = static_cast<float>(backBufferDesc.Height);
        viewport.MinDepth = D3D11_MIN_DEPTH;
        viewport.MaxDepth = D3D11_MAX_DEPTH;

        m_d3dDeviceContext->RSSetViewports(1, &viewport);
    }
};

Methods

Initialize(CoreApplicationView)

Initializes the app view. Called when an app object is launched.

Load(String)

Loads or activates any external resources used by the app view before Run is called.

Run()

Starts the app view.

SetWindow(CoreWindow)

Sets the current window for the app object's view.

Uninitialize()

Uninitializes the app view and releases external resources.

Applies to

See also