VS: Add test case for Windows Phone and Windows Store

Add tests to build for each version of each system when the
corresponding tools are available.
This commit is contained in:
Gilles Khouzam 2014-08-28 09:53:24 -04:00 committed by Brad King
parent 89da84657a
commit 39fefde25d
31 changed files with 1387 additions and 0 deletions

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@ -1756,6 +1756,56 @@ ${CMake_BINARY_DIR}/bin/cmake -DDIR=dev -P ${CMake_SOURCE_DIR}/Utilities/Release
endif()
endif()
get_filename_component(ntver "[HKEY_LOCAL_MACHINE\\Software\\Microsoft\\Windows NT\\CurrentVersion;CurrentVersion]" NAME)
if(WIN32 AND ntver VERSION_GREATER 6.1) # Windows >= 8.0
macro(add_test_VSWinStorePhone name generator systemName systemVersion)
add_test(NAME VSWinStorePhone.${name} COMMAND ${CMAKE_CTEST_COMMAND}
--build-and-test
"${CMake_SOURCE_DIR}/Tests/VSWinStorePhone"
"${CMake_BINARY_DIR}/Tests/VSWinStorePhone/${name}"
--build-generator "${generator}"
--build-project VSWinStorePhone
--build-config $<CONFIGURATION>
--build-options -DCMAKE_SYSTEM_NAME=${systemName}
-DCMAKE_SYSTEM_VERSION=${systemVersion}
)
list(APPEND TEST_BUILD_DIRS "${CMake_BINARY_DIR}/Tests/VSWinStorePhone/${name}")
endmacro()
set(reg_vs11 "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\VisualStudio\\11.0;InstallDir]")
set(reg_vs12 "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\VisualStudio\\12.0;InstallDir]")
set(reg_ws80 "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Microsoft SDKs\\Windows\\v8.0;InstallationFolder]")
set(reg_ws81 "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Microsoft SDKs\\Windows\\v8.1;InstallationFolder]")
set(reg_wp80 "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Microsoft SDKs\\WindowsPhone\\v8.0;InstallationFolder]")
set(reg_wp81 "[HKEY_LOCAL_MACHINE\\SOFTWARE\\Microsoft\\Microsoft SDKs\\WindowsPhone\\v8.1;InstallationFolder]")
foreach(reg vs11 vs12 ws80 ws81 wp80 wp81)
get_filename_component(r "${reg_${reg}}" ABSOLUTE)
if(IS_DIRECTORY "${r}")
set(${reg} 1)
else()
set(${reg} 0)
endif()
endforeach()
if(vs11 AND ws80)
add_test_VSWinStorePhone(vs11-store80-X86 "Visual Studio 11 2012" WindowsStore 8.0)
add_test_VSWinStorePhone(vs11-store80-ARM "Visual Studio 11 2012 ARM" WindowsStore 8.0)
add_test_VSWinStorePhone(vs11-store80-X64 "Visual Studio 11 2012 Win64" WindowsStore 8.0)
endif()
if(vs12 AND ws81)
add_test_VSWinStorePhone(vs12-store81-X86 "Visual Studio 12 2013" WindowsStore 8.1)
add_test_VSWinStorePhone(vs12-store81-ARM "Visual Studio 12 2013 ARM" WindowsStore 8.1)
add_test_VSWinStorePhone(vs12-store81-X64 "Visual Studio 12 2013 Win64" WindowsStore 8.1)
endif()
if(vs11 AND wp80)
add_test_VSWinStorePhone(vs11-phone80-X86 "Visual Studio 11 2012" WindowsPhone 8.0)
add_test_VSWinStorePhone(vs11-phone80-ARM "Visual Studio 11 2012 ARM" WindowsPhone 8.0)
endif()
if(vs12 AND wp81)
add_test_VSWinStorePhone(vs12-phone81-X86 "Visual Studio 12 2013" WindowsPhone 8.1)
add_test_VSWinStorePhone(vs12-phone81-ARM "Visual Studio 12 2013 ARM" WindowsPhone 8.1)
endif()
endif()
if (APPLE)
if (CMAKE_COMPILER_IS_GNUCXX OR "${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang")
set(BundleTestInstallDir

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@ -0,0 +1,114 @@
cmake_minimum_required(VERSION 3.0)
project(VSWinStorePhone)
if(MSVC_VERSION GREATER 1700)
set(COMPILER_VERSION "12")
elseif(MSVC_VERSION GREATER 1600)
set(COMPILER_VERSION "11")
endif()
set (APP_MANIFEST_NAME Package.appxmanifest)
if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone")
set(PLATFORM WP)
add_definitions("-DPHONE")
if("${CMAKE_SYSTEM_VERSION}" STREQUAL "8.0")
set(APP_MANIFEST_NAME WMAppManifest.xml)
set(WINDOWS_PHONE8 1)
endif()
elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsStore")
set(PLATFORM STORE)
else()
set(PLATFORM DESKTOP)
message(FATAL_ERROR "This app supports Store / Phone only. Please edit the target platform.")
endif()
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
set(EXE_NAME Direct3DApp1)
set(SHORT_NAME ${EXE_NAME})
set(PACKAGE_GUID "6514377e-dfd4-4cdb-80df-4e0366346efc")
if (NOT "${PLATFORM}" STREQUAL "DESKTOP")
configure_file(
cmake/Package_vc${COMPILER_VERSION}.${PLATFORM}.appxmanifest.in
${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
@ONLY)
endif()
set(SOURCE_FILES
Direct3DApp1/CubeRenderer.cpp
Direct3DApp1/Direct3DApp1.cpp
Direct3DApp1/Direct3DBase.cpp
Direct3DApp1/pch.cpp
)
set(HEADER_FILES
Direct3DApp1/BasicTimer.h
Direct3DApp1/CubeRenderer.h
Direct3DApp1/Direct3DApp1.h
Direct3DApp1/Direct3DBase.h
Direct3DApp1/DirectXHelper.h
Direct3DApp1/pch.h
)
set(PIXELSHADER_FILES
Direct3DApp1/SimplePixelShader.hlsl
)
set(VERTEXSHADER_FILES
Direct3DApp1/SimpleVertexShader.hlsl
)
set(CONTENT_FILES ${PIXELSHADER_FILES} ${VERTEXSHADER_FILES})
if (WINDOWS_PHONE8)
set(CONTENT_FILES ${CONTENT_FILES}
${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
Direct3DApp1/Assets/Tiles/IconicTileSmall.png
Direct3DApp1/Assets/ApplicationIcon.png
)
# Windows Phone 8.0 needs to copy all the images.
# It doesn't know to use relative paths.
file(COPY
Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
Direct3DApp1/Assets/Tiles/IconicTileSmall.png
Direct3DApp1/Assets/ApplicationIcon.png
DESTINATION ${CMAKE_CURRENT_BINARY_DIR}
)
elseif (NOT "${PLATFORM}" STREQUAL "DESKTOP")
set(CONTENT_FILES ${CONTENT_FILES}
${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
Direct3DApp1/Assets/Logo.png
Direct3DApp1/Assets/SmallLogo.png
Direct3DApp1/Assets/SplashScreen.png
Direct3DApp1/Assets/StoreLogo.png
)
endif()
set(RESOURCE_FILES
${CONTENT_FILES} ${DEBUG_CONTENT_FILES} ${RELEASE_CONTENT_FILES}
Direct3DApp1/Direct3DApp1_TemporaryKey.pfx)
set_property(SOURCE ${CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
set_property(SOURCE ${DEBUG_CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT $<CONFIG:Debug>)
set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY
VS_DEPLOYMENT_CONTENT $<OR:$<CONFIG:Release>,$<CONFIG:RelWithDebInfo>,$<CONFIG:MinSizeRel>>)
set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel)
set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex)
source_group("Source Files" FILES ${SOURCE_FILES})
source_group("Header Files" FILES ${HEADER_FILES})
source_group("Resource Files" FILES ${RESOURCE_FILES})
add_executable(${EXE_NAME} WIN32 ${SOURCE_FILES} ${HEADER_FILES} ${RESOURCE_FILES})
set_property(TARGET ${EXE_NAME} PROPERTY VS_WINRT_COMPONENT TRUE)
target_link_libraries(${EXE_NAME} d3d11)

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@ -0,0 +1,76 @@
#pragma once
#include <wrl.h>
// Helper class for basic timing.
ref class BasicTimer sealed
{
public:
// Initializes internal timer values.
BasicTimer()
{
if (!QueryPerformanceFrequency(&m_frequency))
{
throw ref new Platform::FailureException();
}
Reset();
}
// Reset the timer to initial values.
void Reset()
{
Update();
m_startTime = m_currentTime;
m_total = 0.0f;
m_delta = 1.0f / 60.0f;
}
// Update the timer's internal values.
void Update()
{
if (!QueryPerformanceCounter(&m_currentTime))
{
throw ref new Platform::FailureException();
}
m_total = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_startTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
if (m_lastTime.QuadPart == m_startTime.QuadPart)
{
// If the timer was just reset, report a time delta equivalent to 60Hz frame time.
m_delta = 1.0f / 60.0f;
}
else
{
m_delta = static_cast<float>(
static_cast<double>(m_currentTime.QuadPart - m_lastTime.QuadPart) /
static_cast<double>(m_frequency.QuadPart)
);
}
m_lastTime = m_currentTime;
}
// Duration in seconds between the last call to Reset() and the last call to Update().
property float Total
{
float get() { return m_total; }
}
// Duration in seconds between the previous two calls to Update().
property float Delta
{
float get() { return m_delta; }
}
private:
LARGE_INTEGER m_frequency;
LARGE_INTEGER m_currentTime;
LARGE_INTEGER m_startTime;
LARGE_INTEGER m_lastTime;
float m_total;
float m_delta;
};

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@ -0,0 +1,260 @@
#include "pch.h"
#include "CubeRenderer.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
CubeRenderer::CubeRenderer() :
m_loadingComplete(false),
m_indexCount(0)
{
}
void CubeRenderer::CreateDeviceResources()
{
Direct3DBase::CreateDeviceResources();
auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
fileData->Data,
fileData->Length,
nullptr,
&m_vertexShader
)
);
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
vertexDesc,
ARRAYSIZE(vertexDesc),
fileData->Data,
fileData->Length,
&m_inputLayout
)
);
});
auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) {
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
fileData->Data,
fileData->Length,
nullptr,
&m_pixelShader
)
);
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&constantBufferDesc,
nullptr,
&m_constantBuffer
)
);
});
auto createCubeTask = (createPSTask && createVSTask).then([this] () {
VertexPositionColor cubeVertices[] =
{
{XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
{XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
{XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
{XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
{XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
{XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
{XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
{XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
};
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = cubeVertices;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
)
);
unsigned short cubeIndices[] =
{
0,2,1, // -x
1,2,3,
4,5,6, // +x
5,7,6,
0,1,5, // -y
0,5,4,
2,6,7, // +y
2,7,3,
0,4,6, // -z
0,6,2,
1,3,7, // +z
1,7,5,
};
m_indexCount = ARRAYSIZE(cubeIndices);
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = cubeIndices;
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(cubeIndices), D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer
)
);
});
createCubeTask.then([this] () {
m_loadingComplete = true;
});
}
void CubeRenderer::CreateWindowSizeDependentResources()
{
Direct3DBase::CreateWindowSizeDependentResources();
float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
float fovAngleY = 70.0f * XM_PI / 180.0f;
if (aspectRatio < 1.0f)
{
fovAngleY /= aspectRatio;
}
// Note that the m_orientationTransform3D matrix is post-multiplied here
// in order to correctly orient the scene to match the display orientation.
// This post-multiplication step is required for any draw calls that are
// made to the swap chain render target. For draw calls to other targets,
// this transform should not be applied.
XMStoreFloat4x4(
&m_constantBufferData.projection,
XMMatrixTranspose(
XMMatrixMultiply(
XMMatrixPerspectiveFovRH(
fovAngleY,
aspectRatio,
0.01f,
100.0f
),
XMLoadFloat4x4(&m_orientationTransform3D)
)
)
);
}
void CubeRenderer::Update(float timeTotal, float timeDelta)
{
(void) timeDelta; // Unused parameter.
XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f);
XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
}
void CubeRenderer::Render()
{
const float midnightBlue[] = { 0.098f, 0.098f, 0.439f, 1.000f };
m_d3dContext->ClearRenderTargetView(
m_renderTargetView.Get(),
midnightBlue
);
m_d3dContext->ClearDepthStencilView(
m_depthStencilView.Get(),
D3D11_CLEAR_DEPTH,
1.0f,
0
);
// Only draw the cube once it is loaded (loading is asynchronous).
if (!m_loadingComplete)
{
return;
}
m_d3dContext->OMSetRenderTargets(
1,
m_renderTargetView.GetAddressOf(),
m_depthStencilView.Get()
);
m_d3dContext->UpdateSubresource(
m_constantBuffer.Get(),
0,
NULL,
&m_constantBufferData,
0,
0
);
UINT stride = sizeof(VertexPositionColor);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
m_d3dContext->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R16_UINT,
0
);
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
m_d3dContext->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
m_d3dContext->VSSetConstantBuffers(
0,
1,
m_constantBuffer.GetAddressOf()
);
m_d3dContext->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
m_d3dContext->DrawIndexed(
m_indexCount,
0,
0
);
}

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@ -0,0 +1,44 @@
#pragma once
#include "Direct3DBase.h"
struct ModelViewProjectionConstantBuffer
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
DirectX::XMFLOAT4X4 projection;
};
struct VertexPositionColor
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT3 color;
};
// This class renders a simple spinning cube.
ref class CubeRenderer sealed : public Direct3DBase
{
public:
CubeRenderer();
// Direct3DBase methods.
virtual void CreateDeviceResources() override;
virtual void CreateWindowSizeDependentResources() override;
virtual void Render() override;
// Method for updating time-dependent objects.
void Update(float timeTotal, float timeDelta);
private:
bool m_loadingComplete;
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_indexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> m_pixelShader;
Microsoft::WRL::ComPtr<ID3D11Buffer> m_constantBuffer;
uint32 m_indexCount;
ModelViewProjectionConstantBuffer m_constantBufferData;
};

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#include "pch.h"
#include "Direct3DApp1.h"
#include "BasicTimer.h"
using namespace Windows::ApplicationModel;
using namespace Windows::ApplicationModel::Core;
using namespace Windows::ApplicationModel::Activation;
using namespace Windows::UI::Core;
using namespace Windows::System;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
using namespace concurrency;
Direct3DApp1::Direct3DApp1() :
m_windowClosed(false),
m_windowVisible(true)
{
}
void Direct3DApp1::Initialize(CoreApplicationView^ applicationView)
{
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &Direct3DApp1::OnActivated);
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &Direct3DApp1::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &Direct3DApp1::OnResuming);
m_renderer = ref new CubeRenderer();
}
void Direct3DApp1::SetWindow(CoreWindow^ window)
{
window->SizeChanged +=
ref new TypedEventHandler<CoreWindow^, WindowSizeChangedEventArgs^>(this, &Direct3DApp1::OnWindowSizeChanged);
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &Direct3DApp1::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &Direct3DApp1::OnWindowClosed);
#ifndef PHONE
window->PointerCursor = ref new CoreCursor(CoreCursorType::Arrow, 0);
#endif
window->PointerPressed +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &Direct3DApp1::OnPointerPressed);
window->PointerMoved +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &Direct3DApp1::OnPointerMoved);
m_renderer->Initialize(CoreWindow::GetForCurrentThread());
}
void Direct3DApp1::Load(Platform::String^ entryPoint)
{
}
void Direct3DApp1::Run()
{
BasicTimer^ timer = ref new BasicTimer();
while (!m_windowClosed)
{
if (m_windowVisible)
{
timer->Update();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
m_renderer->Update(timer->Total, timer->Delta);
m_renderer->Render();
m_renderer->Present(); // This call is synchronized to the display frame rate.
}
else
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending);
}
}
}
void Direct3DApp1::Uninitialize()
{
}
void Direct3DApp1::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
{
m_renderer->UpdateForWindowSizeChange();
}
void Direct3DApp1::OnVisibilityChanged(CoreWindow^ sender, VisibilityChangedEventArgs^ args)
{
m_windowVisible = args->Visible;
}
void Direct3DApp1::OnWindowClosed(CoreWindow^ sender, CoreWindowEventArgs^ args)
{
m_windowClosed = true;
}
void Direct3DApp1::OnPointerPressed(CoreWindow^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DApp1::OnPointerMoved(CoreWindow^ sender, PointerEventArgs^ args)
{
// Insert your code here.
}
void Direct3DApp1::OnActivated(CoreApplicationView^ applicationView, IActivatedEventArgs^ args)
{
CoreWindow::GetForCurrentThread()->Activate();
}
void Direct3DApp1::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ args)
{
// Save app state asynchronously after requesting a deferral. Holding a deferral
// indicates that the application is busy performing suspending operations. Be
// aware that a deferral may not be held indefinitely. After about five seconds,
// the app will be forced to exit.
SuspendingDeferral^ deferral = args->SuspendingOperation->GetDeferral();
m_renderer->ReleaseResourcesForSuspending();
create_task([this, deferral]()
{
// Insert your code here.
deferral->Complete();
});
}
void Direct3DApp1::OnResuming(Platform::Object^ sender, Platform::Object^ args)
{
// Restore any data or state that was unloaded on suspend. By default, data
// and state are persisted when resuming from suspend. Note that this event
// does not occur if the app was previously terminated.
m_renderer->CreateWindowSizeDependentResources();
}
IFrameworkView^ Direct3DApplicationSource::CreateView()
{
return ref new Direct3DApp1();
}
[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto direct3DApplicationSource = ref new Direct3DApplicationSource();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}

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#pragma once
#include "pch.h"
#include "CubeRenderer.h"
ref class Direct3DApp1 sealed : public Windows::ApplicationModel::Core::IFrameworkView
{
public:
Direct3DApp1();
// IFrameworkView Methods.
virtual void Initialize(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView);
virtual void SetWindow(Windows::UI::Core::CoreWindow^ window);
virtual void Load(Platform::String^ entryPoint);
virtual void Run();
virtual void Uninitialize();
protected:
// Event Handlers.
void OnWindowSizeChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::WindowSizeChangedEventArgs^ args);
void OnLogicalDpiChanged(Platform::Object^ sender);
void OnActivated(Windows::ApplicationModel::Core::CoreApplicationView^ applicationView, Windows::ApplicationModel::Activation::IActivatedEventArgs^ args);
void OnSuspending(Platform::Object^ sender, Windows::ApplicationModel::SuspendingEventArgs^ args);
void OnResuming(Platform::Object^ sender, Platform::Object^ args);
void OnWindowClosed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::CoreWindowEventArgs^ args);
void OnVisibilityChanged(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::VisibilityChangedEventArgs^ args);
void OnPointerPressed(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
void OnPointerMoved(Windows::UI::Core::CoreWindow^ sender, Windows::UI::Core::PointerEventArgs^ args);
private:
CubeRenderer^ m_renderer;
bool m_windowClosed;
bool m_windowVisible;
};
ref class Direct3DApplicationSource sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView();
};

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#include "pch.h"
#include "Direct3DBase.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
// Constructor.
Direct3DBase::Direct3DBase()
{
}
// Initialize the Direct3D resources required to run.
void Direct3DBase::Initialize(CoreWindow^ window)
{
m_window = window;
CreateDeviceResources();
CreateWindowSizeDependentResources();
}
// Recreate all device resources and set them back to the current state.
void Direct3DBase::HandleDeviceLost()
{
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_swapChain = nullptr;
CreateDeviceResources();
UpdateForWindowSizeChange();
}
// These are the resources that depend on the device.
void Direct3DBase::CreateDeviceResources()
{
// This flag adds support for surfaces with a different color channel ordering
// than the API default. It is required for 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 set of DirectX hardware feature levels this app will support.
// Note the ordering should be preserved.
// Don't forget to declare your application's minimum required feature level in its
// description. All applications are assumed to support 9.1 unless otherwise stated.
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_2,
D3D_FEATURE_LEVEL_9_1
};
// Create the Direct3D 11 API device object and a corresponding context.
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
DX::ThrowIfFailed(
D3D11CreateDevice(
nullptr, // Specify nullptr to use the default adapter.
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
creationFlags, // Set set debug and Direct2D compatibility flags.
featureLevels, // List of feature levels this app can support.
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION for Windows Store apps.
&device, // Returns the Direct3D device created.
&m_featureLevel, // Returns feature level of device created.
&context // Returns the device immediate context.
)
);
// Get the Direct3D 11.1 API device and context interfaces.
DX::ThrowIfFailed(
device.As(&m_d3dDevice)
);
DX::ThrowIfFailed(
context.As(&m_d3dContext)
);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Direct3DBase::CreateWindowSizeDependentResources()
{
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
m_windowBounds = m_window->Bounds;
// Calculate the necessary swap chain and render target size in pixels.
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
// The width and height of the swap chain must be based on the window's
// landscape-oriented width and height. If the window is in a portrait
// orientation, the dimensions must be reversed.
#if WINVER > 0x0602
m_orientation = DisplayInformation::GetForCurrentView()->CurrentOrientation;
#else
#if PHONE
// WP8 doesn't support rotations so always make it landscape
m_orientation = DisplayOrientations::Landscape;
#else
m_orientation = DisplayProperties::CurrentOrientation;
#endif
#endif
bool swapDimensions =
m_orientation == DisplayOrientations::Portrait ||
m_orientation == DisplayOrientations::PortraitFlipped;
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
if(m_swapChain != nullptr)
{
// If the swap chain already exists, resize it.
DX::ThrowIfFailed(
m_swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
)
);
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
#if PHONE && WINVER <= 0x0602
swapChainDesc.BufferCount = 1; // Use double-buffering to minimize latency.
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
#else
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
#endif
swapChainDesc.Flags = 0;
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(
m_d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory2> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
)
);
Windows::UI::Core::CoreWindow^ window = m_window.Get();
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_d3dDevice.Get(),
reinterpret_cast<IUnknown*>(window),
&swapChainDesc,
nullptr, // Allow on all displays.
&m_swapChain
)
);
// 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)
);
}
// Set the proper orientation for the swap chain, and generate the
// 3D matrix transformation for rendering to the rotated swap chain.
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
switch (m_orientation)
{
case DisplayOrientations::Landscape:
rotation = DXGI_MODE_ROTATION_IDENTITY;
m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::Portrait:
rotation = DXGI_MODE_ROTATION_ROTATE270;
m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::LandscapeFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE180;
m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::PortraitFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE90;
m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
default:
throw ref new Platform::FailureException();
}
#if !PHONE || WINVER > 0x0602
DX::ThrowIfFailed(
m_swapChain->SetRotation(rotation)
);
#endif // !PHONE
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
)
);
DX::ThrowIfFailed(
m_d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
DX::ThrowIfFailed(
m_d3dDevice->CreateDepthStencilView(
depthStencil.Get(),
&depthStencilViewDesc,
&m_depthStencilView
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_d3dContext->RSSetViewports(1, &viewport);
}
// This method is called in the event handler for the SizeChanged event.
void Direct3DBase::UpdateForWindowSizeChange()
{
if (m_window->Bounds.Width != m_windowBounds.Width ||
m_window->Bounds.Height != m_windowBounds.Height ||
#if WINVER > 0x0602
m_orientation != DisplayInformation::GetForCurrentView()->CurrentOrientation)
#else
m_orientation != DisplayProperties::CurrentOrientation)
#endif
{
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
m_d3dContext->Flush();
CreateWindowSizeDependentResources();
}
}
void Direct3DBase::ReleaseResourcesForSuspending()
{
// Phone applications operate in a memory-constrained environment, so when entering
// the background it is a good idea to free memory-intensive objects that will be
// easy to restore upon reactivation. The swapchain and backbuffer are good candidates
// here, as they consume a large amount of memory and can be reinitialized quickly.
m_swapChain = nullptr;
m_renderTargetView = nullptr;
m_depthStencilView = nullptr;
}
// Method to deliver the final image to the display.
void Direct3DBase::Present()
{
// The first argument instructs DXGI to block until VSync, putting the application
// to sleep until the next VSync. This ensures we don't waste any cycles rendering
// frames that will never be displayed to the screen.
#if PHONE && WINVER <= 0x0602
HRESULT hr = m_swapChain->Present(1, 0);
#else
// The application may optionally specify "dirty" or "scroll"
// rects to improve efficiency in certain scenarios.
DXGI_PRESENT_PARAMETERS parameters = { 0 };
parameters.DirtyRectsCount = 0;
parameters.pDirtyRects = nullptr;
parameters.pScrollRect = nullptr;
parameters.pScrollOffset = nullptr;
HRESULT hr = m_swapChain->Present1(1, 0 , &parameters);
#endif
// Discard the contents of the render target.
// This is a valid operation only when the existing contents will be entirely
// overwritten. If dirty or scroll rects are used, this call should be removed.
m_d3dContext->DiscardView(m_renderTargetView.Get());
// Discard the contents of the depth stencil.
m_d3dContext->DiscardView(m_depthStencilView.Get());
// If the device was removed either by a disconnect or a driver upgrade, we
// must recreate all device resources.
if (hr == DXGI_ERROR_DEVICE_REMOVED)
{
HandleDeviceLost();
}
else
{
DX::ThrowIfFailed(hr);
}
}
// Method to convert a length in device-independent pixels (DIPs) to a length in physical pixels.
float Direct3DBase::ConvertDipsToPixels(float dips)
{
static const float dipsPerInch = 96.0f;
#if WINVER > 0x0602
return floor(dips * DisplayInformation::GetForCurrentView()->LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
#else
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
#endif
}

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#pragma once
#include "DirectXHelper.h"
// Helper class that initializes DirectX APIs for 3D rendering.
ref class Direct3DBase abstract
{
internal:
Direct3DBase();
public:
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
virtual void HandleDeviceLost();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
virtual void UpdateForWindowSizeChange();
virtual void ReleaseResourcesForSuspending();
virtual void Render() = 0;
virtual void Present();
virtual float ConvertDipsToPixels(float dips);
protected private:
// Direct3D Objects.
Microsoft::WRL::ComPtr<ID3D11Device1> m_d3dDevice;
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
// Cached renderer properties.
D3D_FEATURE_LEVEL m_featureLevel;
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
Windows::Graphics::Display::DisplayOrientations m_orientation;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 m_orientationTransform3D;
};

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#pragma once
#include <wrl/client.h>
#include <ppl.h>
#include <ppltasks.h>
namespace DX
{
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// Set a breakpoint on this line to catch Win32 API errors.
throw Platform::Exception::CreateException(hr);
}
}
// Function that reads from a binary file asynchronously.
inline Concurrency::task<Platform::Array<byte>^> ReadDataAsync(Platform::String^ filename)
{
using namespace Windows::Storage;
using namespace Concurrency;
auto folder = Windows::ApplicationModel::Package::Current->InstalledLocation;
return create_task(folder->GetFileAsync(filename)).then([] (StorageFile^ file)
{
#if !PHONE
return FileIO::ReadBufferAsync(file);
#else
return file->OpenReadAsync();
}).then([](Streams::IRandomAccessStreamWithContentType^ stream)
{
unsigned int bufferSize = static_cast<unsigned int>(stream->Size);
auto fileBuffer = ref new Streams::Buffer(bufferSize);
return stream->ReadAsync(fileBuffer, bufferSize, Streams::InputStreamOptions::None);
#endif
}).then([] (Streams::IBuffer^ fileBuffer) -> Platform::Array<byte>^
{
auto fileData = ref new Platform::Array<byte>(fileBuffer->Length);
Streams::DataReader::FromBuffer(fileBuffer)->ReadBytes(fileData);
return fileData;
});
}
}

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struct PixelShaderInput
{
float4 pos : SV_POSITION;
float3 color : COLOR0;
};
float4 main(PixelShaderInput input) : SV_TARGET
{
return float4(input.color,1.0f);
}

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cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
float3 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float3 color : COLOR0;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
// Pass through the color without modification.
output.color = input.color;
return output;
}

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#include "pch.h"

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#pragma once
#include <wrl/client.h>
#include <d3d11_1.h>
#include <DirectXMath.h>
#include <memory>
#include <agile.h>

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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="@PACKAGE_GUID@" Publisher="CN=mgong" Version="1.0.0.0" />
<Properties>
<DisplayName>@SHORT_NAME@</DisplayName>
<PublisherDisplayName>mgong</PublisherDisplayName>
<Logo>StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="@SHORT_NAME@.App">
<VisualElements DisplayName="@SHORT_NAME@" Description="@SHORT_NAME@" BackgroundColor="#336699" ForegroundText="light" Logo="Logo.png" SmallLogo="SmallLogo.png">
<DefaultTile ShowName="allLogos" ShortName="@SHORT_NAME@" />
<SplashScreen Image="SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
</Package>

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<?xml version="1.0" encoding="utf-8"?>
<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2012/deployment" AppPlatformVersion="8.0">
<DefaultLanguage xmlns="" code="en-US"/>
<App xmlns="" ProductID="{@PACKAGE_GUID@}" Title="@SHORT_NAME@" RuntimeType="Modern Native" Version="1.0.0.0" Genre="apps.normal" Author="mgong" Description="Simple Direct3D application" Publisher="@SHORT_NAME@" PublisherID="{c618991e-1d39-41c2-a881-d3310705a091}">
<IconPath IsRelative="true" IsResource="false">ApplicationIcon.png</IconPath>
<Capabilities>
<Capability Name="ID_CAP_NETWORKING" />
<Capability Name="ID_CAP_MEDIALIB_AUDIO" />
<Capability Name="ID_CAP_MEDIALIB_PLAYBACK" />
</Capabilities>
<Tasks>
<DefaultTask Name="_default" ImagePath="@SHORT_NAME@.exe" ImageParams="" />
</Tasks>
<Tokens>
<PrimaryToken TokenID="@SHORT_NAME@Token" TaskName="_default">
<TemplateFlip>
<SmallImageURI IsRelative="true" IsResource="false">FlipCycleTileSmall.png</SmallImageURI>
<Count>0</Count>
<BackgroundImageURI IsRelative="true" IsResource="false">FlipCycleTileMedium.png</BackgroundImageURI>
<Title>@SHORT_NAME@</Title>
<BackContent></BackContent>
<BackBackgroundImageURI></BackBackgroundImageURI>
<BackTitle></BackTitle>
<DeviceLockImageURI></DeviceLockImageURI>
<HasLarge></HasLarge>
</TemplateFlip>
</PrimaryToken>
</Tokens>
<ScreenResolutions>
<ScreenResolution Name="ID_RESOLUTION_WVGA" />
<ScreenResolution Name="ID_RESOLUTION_WXGA" />
<ScreenResolution Name="ID_RESOLUTION_HD720P" />
</ScreenResolutions>
</App>
</Deployment>

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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest" xmlns:m2="http://schemas.microsoft.com/appx/2013/manifest">
<Identity Name="@PACKAGE_GUID@" Publisher="CN=mgong" Version="1.1.0.0" />
<Properties>
<DisplayName>@SHORT_NAME@</DisplayName>
<PublisherDisplayName>mgong</PublisherDisplayName>
<Logo>StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.3</OSMinVersion>
<OSMaxVersionTested>6.3</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="@SHORT_NAME@.App">
<m2:VisualElements
DisplayName="@SHORT_NAME@"
Description="@SHORT_NAME@"
BackgroundColor="#336699"
ForegroundText="light"
Square150x150Logo="Logo.png"
Square30x30Logo="SmallLogo.png">
<m2:DefaultTile ShortName="@SHORT_NAME@">
<m2:ShowNameOnTiles>
<m2:ShowOn Tile="square150x150Logo" />
</m2:ShowNameOnTiles>
</m2:DefaultTile>
<m2:SplashScreen Image="SplashScreen.png" />
</m2:VisualElements>
</Application>
</Applications>
</Package>

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<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest" xmlns:m2="http://schemas.microsoft.com/appx/2013/manifest" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest">
<Identity Name="@PACKAGE_GUID@" Publisher="CN=mgong" Version="1.1.0.0" />
<mp:PhoneIdentity PhoneProductId="@PACKAGE_GUID@" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
<Properties>
<DisplayName>@SHORT_NAME@</DisplayName>
<PublisherDisplayName>mgong</PublisherDisplayName>
<Logo>StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.3.1</OSMinVersion>
<OSMaxVersionTested>6.3.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="@SHORT_NAME@.App">
<m2:VisualElements
DisplayName="@SHORT_NAME@"
Description="@SHORT_NAME@"
BackgroundColor="#336699"
ForegroundText="light"
Square150x150Logo="Logo.png"
Square30x30Logo="SmallLogo.png">
<m2:DefaultTile ShortName="@SHORT_NAME@">
<m2:ShowNameOnTiles>
<m2:ShowOn Tile="square150x150Logo" />
</m2:ShowNameOnTiles>
</m2:DefaultTile>
<m2:SplashScreen Image="SplashScreen.png" />
</m2:VisualElements>
</Application>
</Applications>
</Package>