I'm beginning the development of Windows Runtime applications in C++. I'm experienced on Win32/C++ development but this is a new world for me.
The following is a minimal, no-XAML app I've typed, collecting information from various sources (MSDN, DirectXTutorial.com, etc).
My question is: In Windows desktop, works well by displaying a blank window and receiving the PointerPressed Event. But in Windows Phone I only reach the app start logo and nothing happens.
What is the difference between two platforms for this minimal app? Do I require to create some DirectX or drawing surface in the case of the Windows Phone 8.1 platform?
I'm using WIndows 10 host plus Visual Studio 2015. Thanks.
#include "pch.h"
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Platform;
ref class dxAppView sealed : IFrameworkView
{
bool _bActive;
public:
virtual void Initialize(CoreApplicationView ^applicationView)
{
applicationView->Activated += ref new TypedEventHandler<CoreApplicationView ^, IActivatedEventArgs ^>(this, &dxAppView::OnActivated);
CoreApplication::Suspending += ref new EventHandler<SuspendingEventArgs^>(this, &dxAppView::OnSuspending);
CoreApplication::Resuming += ref new EventHandler<Object ^>(this, &dxAppView::OnResuming);
_bActive = true;
}
virtual void SetWindow(CoreWindow ^window)
{
window->PointerPressed += ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &dxAppView::OnPointerPressed);
window->Closed += ref new Windows::Foundation::TypedEventHandler<Windows::UI::Core::CoreWindow ^, Windows::UI::Core::CoreWindowEventArgs ^>(this, &dxAppView::OnClosed);
}
virtual void Load(String ^entryPoint) {}
virtual void Run()
{
CoreWindow^ wnd = CoreWindow::GetForCurrentThread();
while (_bActive)
{
wnd->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
}
}
virtual void Uninitialize() {}
void OnActivated(CoreApplicationView ^sender, IActivatedEventArgs ^args)
{
CoreWindow^ wnd = CoreWindow::GetForCurrentThread();
wnd->Activate();
}
void OnPointerPressed(CoreWindow ^sender, PointerEventArgs^ args)
{
Windows::UI::Popups::MessageDialog dlg(L"Hi From Windows Runtime app.");
dlg.ShowAsync();
}
void OnSuspending(Platform::Object ^sender, Windows::ApplicationModel::SuspendingEventArgs ^args){}
void OnResuming(Platform::Object ^sender, Platform::Object ^args){}
void OnClosed(Windows::UI::Core::CoreWindow ^sender, Windows::UI::Core::CoreWindowEventArgs ^args)
{
_bActive = false;
}
};
ref class dxAppFrameworkViewSource sealed : IFrameworkViewSource
{
public:
virtual IFrameworkView^ CreateView()
{
return ref new dxAppView;
}
};
[MTAThread]
int main(Array<String^>^ args)
{
CoreApplication::Run(ref new dxAppFrameworkViewSource());
return 0;
};
I've found it, seems that you can't do anything in Phone 8.1 without a DX swap chain active. So, the minimal no-XAML application involves the following additional code:
Create a Direct3D Device
(Variables prefixed with underscore are class members)
ComPtr<ID3D11DeviceContext> pDevCtx;
ComPtr<ID3D11Device> pDev;
ComPtr<IDXGISwapChain> pSwapChain;
D3D_FEATURE_LEVEL fLevel;
HRESULT hr = D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
0,
nullptr,
0,
D3D11_SDK_VERSION,
&pDev,
&fLevel,
&pDevCtx);
Create a swap chain
pDevCtx.As(&_pDevCtx);
pDev.As(&_pDevice);
ComPtr<IDXGIDevice1> pDXGIDev;
pDev.As(&pDXGIDev);
ComPtr<IDXGIAdapter> pDXGIAdapter;
pDXGIDev->GetAdapter(&pDXGIAdapter);
ComPtr<IDXGIFactory2> pDXGIFactory;
pDXGIAdapter->GetParent(__uuidof(IDXGIFactory2), &pDXGIFactory);
DXGI_SWAP_CHAIN_DESC1 swChDesc = { 0 };
swChDesc.BufferCount = 2;
swChDesc.SampleDesc.Count = 1;
swChDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
swChDesc.SampleDesc.Quality = 0;
swChDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swChDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
CoreWindow^ wnd = CoreWindow::GetForCurrentThread();
pDXGIFactory->CreateSwapChainForCoreWindow(
_pDevice.Get(),
(IUnknown*) wnd,
&swChDesc,
nullptr,
_pSwapChain.GetAddressOf());
Present (flip your buffers)
while (_bActive)
{
wnd->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
Render();
}
where Render() can be something like:
_pSwapChain->Present(1, NULL);