IFrameworkView Интерфейс
Определение
Важно!
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Представляет поставщика представления приложения.
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
- Производный
- Атрибуты
Требования к Windows
Семейство устройств |
Windows 10 (появилось в 10.0.10240.0)
|
API contract |
Windows.Foundation.UniversalApiContract (появилось в v1.0)
|
Комментарии
Объект, реализующий этот интерфейс, должен возвращаться методом CreateView в реализации IFrameworkViewSource, который является интерфейсом типа фабрики.
Эти три метода вызываются по порядку после запуска объекта приложения (определенного одноэлементным экземпляром CoreApplication ).
В следующем примере кода показано, как использовать IFrameworkView для реализации простого поставщика представлений Direct3D.
// 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);
}
};
Методы
Initialize(CoreApplicationView) |
Инициализирует представление приложения. Вызывается при запуске объекта приложения. |
Load(String) |
Загружает или активирует все внешние ресурсы, используемые представлением приложения перед вызовом метода Run . |
Run() |
Запускает представление приложения. |
SetWindow(CoreWindow) |
Задает текущее окно для представления объекта приложения. |
Uninitialize() |
Не инициализирует представление приложения и освобождает внешние ресурсы. |