SampleSceneLoader.Loader Class Reference

Inherits Microsoft::Samples::DirectX::UtilityToolkit::IFrameworkCallback, Microsoft::Samples::DirectX::UtilityToolkit::IDeviceCreation, Microsoft::Samples::DirectX::UtilityToolkit::IFrameworkCallback, and Microsoft::Samples::DirectX::UtilityToolkit::IDeviceCreation.

Collaboration diagram for SampleSceneLoader.Loader:

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List of all members.

Public Member Functions

 Loader (Framework f)
 Create a new instance of the class.
void InitSound ()
bool IsDeviceAcceptable (Microsoft.DirectX.Direct3D.Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed)
 Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending.
void ModifyDeviceSettings (DeviceSettings settings, Microsoft.DirectX.Direct3D.Caps caps)
 This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail.
void OnFrameMove (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime)
 This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback.
void OnFrameRender (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime)
 This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain.
IntPtr OnMsgProc (IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing)
 Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message.
void InitializeApplication ()
 Initializes the application.
 Loader (Framework f)
 Create a new instance of the class.
void InitSound ()
bool IsDeviceAcceptable (Microsoft.DirectX.Direct3D.Caps caps, Format adapterFormat, Format backBufferFormat, bool windowed)
 Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending.
void ModifyDeviceSettings (DeviceSettings settings, Microsoft.DirectX.Direct3D.Caps caps)
 This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail.
void OnFrameMove (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime)
 This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback.
void OnFrameRender (Microsoft.DirectX.Direct3D.Device device, double appTime, float elapsedTime)
 This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain.
IntPtr OnMsgProc (IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool noFurtherProcessing)
 Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message.
void InitializeApplication ()
 Initializes the application.

Public Attributes

string selectedFile = ""


Detailed Description

Definition at line 32 of file Loader.cs.


Constructor & Destructor Documentation

SampleSceneLoader.Loader.Loader ( Framework  f  ) 

Create a new instance of the class.

Definition at line 63 of file Loader.cs.

SampleSceneLoader.Loader.Loader ( Framework  f  ) 

Create a new instance of the class.

Definition at line 63 of file Loader.cs.


Member Function Documentation

void SampleSceneLoader.Loader.InitializeApplication (  ) 

Initializes the application.

Definition at line 513 of file Loader.cs.

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void SampleSceneLoader.Loader.InitializeApplication (  ) 

Initializes the application.

Definition at line 513 of file Loader.cs.

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void SampleSceneLoader.Loader.InitSound (  ) 

Definition at line 75 of file Loader.cs.

void SampleSceneLoader.Loader.InitSound (  ) 

Definition at line 75 of file Loader.cs.

bool SampleSceneLoader.Loader.IsDeviceAcceptable ( Microsoft.DirectX.Direct3D.Caps  caps,
Format  adapterFormat,
Format  backBufferFormat,
bool  windowed 
)

Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending.

Definition at line 87 of file Loader.cs.

bool SampleSceneLoader.Loader.IsDeviceAcceptable ( Microsoft.DirectX.Direct3D.Caps  caps,
Format  adapterFormat,
Format  backBufferFormat,
bool  windowed 
)

Called during device initialization, this code checks the device for some minimum set of capabilities, and rejects those that don't pass by returning false. In this implementation we require at least support for shader 1.1 and we require a backbuffer format which does support alpha blending.

Definition at line 87 of file Loader.cs.

void SampleSceneLoader.Loader.ModifyDeviceSettings ( DeviceSettings  settings,
Microsoft.DirectX.Direct3D.Caps  caps 
)

This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail.

Definition at line 109 of file Loader.cs.

void SampleSceneLoader.Loader.ModifyDeviceSettings ( DeviceSettings  settings,
Microsoft.DirectX.Direct3D.Caps  caps 
)

This callback function is called immediately before a device is created to allow the application to modify the device settings. The supplied settings parameter contains the settings that the framework has selected for the new device, and the application can make any desired changes directly to this structure. Note however that the sample framework will not correct invalid device settings so care must be taken to return valid device settings, otherwise creating the Device will fail.

Definition at line 109 of file Loader.cs.

void SampleSceneLoader.Loader.OnFrameMove ( Microsoft.DirectX.Direct3D.Device  device,
double  appTime,
float  elapsedTime 
)

This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback.

Definition at line 386 of file Loader.cs.

void SampleSceneLoader.Loader.OnFrameMove ( Microsoft.DirectX.Direct3D.Device  device,
double  appTime,
float  elapsedTime 
)

This callback function will be called once at the beginning of every frame. This is the best location for your application to handle updates to the scene, but is not intended to contain actual rendering calls, which should instead be placed in the OnFrameRender callback.

Definition at line 386 of file Loader.cs.

void SampleSceneLoader.Loader.OnFrameRender ( Microsoft.DirectX.Direct3D.Device  device,
double  appTime,
float  elapsedTime 
)

This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain.

Definition at line 398 of file Loader.cs.

void SampleSceneLoader.Loader.OnFrameRender ( Microsoft.DirectX.Direct3D.Device  device,
double  appTime,
float  elapsedTime 
)

This callback function will be called at the end of every frame to perform all the rendering calls for the scene, and it will also be called if the window needs to be repainted. After this function has returned, the sample framework will call Device.Present to display the contents of the next buffer in the swap chain.

Definition at line 398 of file Loader.cs.

IntPtr SampleSceneLoader.Loader.OnMsgProc ( IntPtr  hWnd,
NativeMethods.WindowMessage  msg,
IntPtr  wParam,
IntPtr  lParam,
ref bool  noFurtherProcessing 
)

Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message.

Definition at line 489 of file Loader.cs.

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IntPtr SampleSceneLoader.Loader.OnMsgProc ( IntPtr  hWnd,
NativeMethods.WindowMessage  msg,
IntPtr  wParam,
IntPtr  lParam,
ref bool  noFurtherProcessing 
)

Before handling window messages, the sample framework passes incoming windows messages to the application through this callback function. If the application sets noFurtherProcessing to true, the sample framework will not process the message.

Definition at line 489 of file Loader.cs.

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Member Data Documentation

Definition at line 59 of file Loader.cs.


The documentation for this class was generated from the following files:

Generated on Thu Jan 8 20:51:02 2009 for DXGfx by  doxygen 1.5.8