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?? wdxmutdata.cs

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//--------------------------------------------------------------------------------------
// File: WDXMUTData.cs
//
// DirectX SDK Managed Direct3D for Whidbey sample framework data class
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
using System;
using System.Windows.Forms;
using System.Collections;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;

namespace Microsoft.Samples.DirectX.UtilityToolkit
{

    #region Framework Interfaces and Eventargs classes
    /// <summary>Interface that the framework will use to call into samples</summary>
    public interface IFrameworkCallback
    {
        void OnFrameMove(Device device, double totalTime, float elapsedTime);
        void OnFrameRender(Device device, double totalTime, float elapsedTime);
    }

    /// <summary>Interface that the framework will use to determine if a device is acceptable</summary>
    public interface IDeviceCreation
    {
        bool IsDeviceAcceptable(Capabilities caps, Format adapterFormat, Format backBufferFormat, bool isWindowed);
        void ModifyDeviceSettings(DeviceSettings settings, Capabilities caps);
    }

    /// <summary>Event arguments for device creation/reset</summary>
    public class DeviceEventArgs : EventArgs
    {
        // Class data
        public Device Device;
        public SurfaceDescription BackBufferDescription;

        public DeviceEventArgs(Device d, SurfaceDescription desc)
        {
            Device = d;
            BackBufferDescription = desc;
        }
    }
    /// <summary>Event Handler delegate for device creation/reset</summary>
    public delegate void DeviceEventHandler(object sender, DeviceEventArgs e);
    #endregion

    #region Device Settings
    /// <summary>
    /// Holds the settings for creating a device
    /// </summary>
    public class DeviceSettings : ICloneable
    {
        public uint AdapterOrdinal;
        public DeviceType DeviceType;
        public Format AdapterFormat;
        public CreateFlags BehaviorFlags;
        public PresentParameters presentParams;

        #region ICloneable Members
        /// <summary>Clone this object</summary>
        public DeviceSettings Clone()
        {
            DeviceSettings clonedObject = new DeviceSettings();
            clonedObject.presentParams = this.presentParams.Copy();
            clonedObject.AdapterFormat = this.AdapterFormat;
            clonedObject.AdapterOrdinal = this.AdapterOrdinal;
            clonedObject.BehaviorFlags = this.BehaviorFlags;
            clonedObject.DeviceType = this.DeviceType;

            return clonedObject;
        }
        /// <summary>Clone this object</summary>
        object ICloneable.Clone() { throw new NotSupportedException("Use the strongly typed overload instead."); }
        #endregion
    }
    #endregion

    #region User Timers
    /// <summary>Stores timer callback information</summary>
    public struct TimerData
    {
        public TimerCallback callback;
        public float TimeoutInSecs;
        public float Countdown;
        public bool IsEnabled;
    }
    #endregion

    #region Callback methods
    public delegate IntPtr WndProcCallback(IntPtr hWnd, NativeMethods.WindowMessage msg, IntPtr wParam, IntPtr lParam, ref bool NoFurtherProcessing);
    public delegate void TimerCallback(uint eventId);
    #endregion

    #region Matching Options
    /// <summary>
    /// Used when finding valid device settings
    /// </summary>
    public enum MatchType
    {
        IgnoreInput, // Use the closest valid value to a default 
        PreserveInput, // Use input without change, but may cause no valid device to be found
        ClosestToInput // Use the closest valid value to the input 
    }

    /// <summary>
    /// Options on how to match items
    /// </summary>
    public struct MatchOptions
    {
        public MatchType AdapterOrdinal;
        public MatchType DeviceType;
        public MatchType IsWindowed;
        public MatchType AdapterFormat;
        public MatchType VertexProcessing;
        public MatchType Resolution;
        public MatchType BackBufferFormat;
        public MatchType BackBufferCount;
        public MatchType MultiSample;
        public MatchType SwapEffect;
        public MatchType DepthFormat;
        public MatchType StencilFormat;
        public MatchType PresentFlags;
        public MatchType RefreshRate;
        public MatchType PresentInterval;
    };
    #endregion

    #region Framework's data
    /// <summary>
    /// Holds data for the Framework class, and all of the properties
    /// </summary>
    class FrameworkData
    {
        #region Instance Data
        private Device device; // the D3D rendering device

        private DeviceSettings currentDeviceSettings; // current device settings
        private SurfaceDescription backBufferSurfaceDesc; // back buffer surface description
        private Capabilities caps; // D3D caps for current device

        private System.Windows.Forms.Control windowFocus; // the main app focus window
        private System.Windows.Forms.Control windowDeviceFullScreen; // the main app device window in fullscreen mode
        private System.Windows.Forms.Control windowDeviceWindowed; // the main app device window in windowed mode
        private IntPtr adapterMonitor; // the monitor of the adapter 
        private double currentTime; // current time in seconds
        private float elapsedTime; // time elapsed since last frame

        private System.Windows.Forms.FormStartPosition defaultStartingLocation; // default starting location of the window
        private System.Drawing.Rectangle clientRect; // client rect of window
        private System.Drawing.Rectangle fullScreenClientRect; // client rect of window when fullscreen
        private System.Drawing.Rectangle windowBoundsRect; // window rect of window
        private System.Drawing.Point windowLocation; // Location of the window

        private System.Windows.Forms.MainMenu windowMenu; // menu of app
        private double lastStatsUpdateTime; // last time the stats were updated
        private uint lastStatsUpdateFrames; // frames count since last time the stats were updated
        private float frameRate; // frames per second
        private int currentFrameNumber; // the current frame number

        private bool isHandlingDefaultHotkeys; // if true, the sample framework will handle some default hotkeys
        private bool isShowingMsgBoxOnError; // if true, then msgboxes are displayed upon errors
        private bool isClipCursorWhenFullScreen; // if true, then the sample framework will keep the cursor from going outside the window when full screen
        private bool isShowingCursorWhenFullScreen; // if true, then the sample framework will show a cursor when full screen
        private bool isConstantFrameTime; // if true, then elapsed frame time will always be 0.05f seconds which is good for debugging or automated capture
        private float timePerFrame; // the constant time per frame in seconds, only valid if isConstantFrameTime==true
        private bool isInWireframeMode; // if true, then RenderState.FillMode==FillMode.WireFrame else RenderState.FillMode==FillMode.Solid
        private bool canAutoChangeAdapter; // if true, then the adapter will automatically change if the window is different monitor
        private bool isWindowCreatedWithDefaultPositions; // if true, then default was used and the window should be moved to the right adapter
        private int applicationExitCode; // the exit code to be returned to the command line

        private bool isInited; // if true, then Init() has succeeded
        private bool wasWindowCreated; // if true, then CreateWindow() or SetWindow() has succeeded
        private bool wasDeviceCreated; // if true, then CreateDevice*() or SetDevice() has succeeded

        private bool isInitCalled; // if true, then Init() was called
        private bool isWindowCreateCalled; // if true, then CreateWindow() or SetWindow() was called

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