C++ support from Windows Phone 8
(Yan -) |
m (Jaaura -) |
||
| (47 intermediate revisions by 6 users not shown) | |||
| Line 1: | Line 1: | ||
| − | [[Category: | + | [[Category:Windows Phone 8]][[Category:Windows Phone]][[Category:C++/CX]][[Category:DirectX]] |
{{Abstract|Windows Phone 8 SDK adds two new sets of APIs to develop applications using native code. This article will explain how to use C++ under Windows Phone and some general directions that any C++ developer should know when targeting the platform.}} | {{Abstract|Windows Phone 8 SDK adds two new sets of APIs to develop applications using native code. This article will explain how to use C++ under Windows Phone and some general directions that any C++ developer should know when targeting the platform.}} | ||
| − | |||
| − | |||
{{ArticleMetaData <!-- v1.2 --> | {{ArticleMetaData <!-- v1.2 --> | ||
| Line 25: | Line 23: | ||
|creationdate= 20121107 | |creationdate= 20121107 | ||
|author= [[User:Yan]] | |author= [[User:Yan]] | ||
| + | }} | ||
| + | {{SeeAlso| | ||
| + | *[http://channel9.msdn.com/Shows/Inside+Windows+Phone/Inside-Windows-Phone-42--Sam-George-on-Native-C-Game-Development-in-Windows-Phone-8 Inside Windows Phone 42 - Sam George on Native C++ Game Development in Windows Phone 8] | ||
| + | *[http://channel9.msdn.com/Events/Build/2012/3-046 Windows Phone 8: Native C/C++ Game Development] | ||
}} | }} | ||
== Introduction == | == Introduction == | ||
Windows Phone 8 SDK adds two new sets of APIs to develop applications using native code. This article will explain how to use C++ under Windows Phone and some general directions that any C++ developer should know when targeting the platform. | Windows Phone 8 SDK adds two new sets of APIs to develop applications using native code. This article will explain how to use C++ under Windows Phone and some general directions that any C++ developer should know when targeting the platform. | ||
| + | |||
| + | Windows Phone 8 SDK API is divided in three complementary parts: | ||
[[File:WP api.png]] | [[File:WP api.png]] | ||
| − | + | * '''.NET''' gives access to Windows Phone functionality like Live Tiles, send SMS... | |
| − | * '''. | + | * '''Windows Phone Runtime''' is an intermediate API which gives access to low level functionality like Voice Commands, VoIP... |
| − | * '''Windows Phone | + | * '''Native code''' gives access to low level APIs like Socket, DirectX... |
| − | * '''Native code''' gives access to low level | + | |
| − | For more information read :[http://msdn.microsoft.com/library/windowsphone/develop/ff626516(v=vs.105).aspx Windows Phone API reference] | + | For more information read: [http://msdn.microsoft.com/library/windowsphone/develop/ff626516(v=vs.105).aspx Windows Phone API reference] |
| − | === . | + | === .NET (C# & VB) === |
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | .NET API is the original Windows Phone framework. It lets you to develop GUI with XAML technologies, access principal functionality (live tiles, tasks, send Mail, sms, ...) and XNA. It's actually the most important framework to develop Windows Phone application. To develop with this framework you can use C# or VB. | |
| − | === Windows Phone | + | You can find .NET reference documentation here: [http://msdn.microsoft.com/library/windowsphone/develop/jj207211(v=vs.105).aspx .NET API for Windows Phone] |
| − | This API have two functionalities : | + | |
| − | * | + | {{Note|[http://msdn.microsoft.com/library/bb200104.aspx XNA] is always supported, but only to develop Windows Phone 7 application. It's replaced by Direct3D with Windows Phone 8 .}} |
| + | |||
| + | === Windows Phone Runtime (C#, VB & C++/CX) === | ||
| + | This API have two functionalities: | ||
| + | * shared API with windows 8. [http://msdn.microsoft.com/library/windowsphone/develop/ff626516(v=vs.105).aspx A subset of this api is shared with windows 8]. | ||
* '''mixes managed and native code'''. Managed and Native code are incompatible by nature but this API can be consumed by both. | * '''mixes managed and native code'''. Managed and Native code are incompatible by nature but this API can be consumed by both. | ||
| − | This API is | + | This API is based on an evolution of COM technology. To use it with C++ and write easily a WinPRT component, Microsoft have created the [http://msdn.microsoft.com/library/windows/apps/hh699871.aspx Visual C++ Language Reference (C++/CX)]. This extension adds to C++ managed equivalent like properties, delegate, event.... To be consumed by managed code, class developed with C++/Cx generate metadata. In fact, toolchain translates this class to a complex C++ code with WinPRT annotations : |
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! with C++/CX !! without C++/CX | ||
| + | |- | ||
| + | | | ||
| + | <code cpp>public ref class Number sealed | ||
| + | { | ||
| + | public: | ||
| − | To develop in C++ you will always use this extension somewhere because it's your C++ code which is consumed by managed API and not the other way round. | + | Number() : _value(0) { } |
| + | |||
| + | int GetValue() { return _value; } | ||
| + | void SetValue(int value) { _value = value; } | ||
| + | |||
| + | private: | ||
| + | |||
| + | int _value; | ||
| + | }; | ||
| + | </code> | ||
| + | | | | ||
| + | <code cpp >[exclusiveto(Number)] | ||
| + | [uuid(5b197688-2f57-4d01-92cd-a888f10dcd90)] | ||
| + | [version(1.0)] | ||
| + | interface INumber : IInspectable | ||
| + | { | ||
| + | HRESULT GetValue([out, retval] INT32* value); | ||
| + | HRESULT SetValue([in] INT32 value); | ||
| + | } | ||
| + | |||
| + | [activatable(1.0), version(1.0)] | ||
| + | runtimeclass Number | ||
| + | { | ||
| + | [default] interface INumber; | ||
| + | } | ||
| + | |||
| + | class Number : public RuntimeClass<INumber> | ||
| + | { | ||
| + | InspectableClass(RuntimeClass_WRLNumberComponent_Number, BaseTrust) | ||
| + | |||
| + | public: | ||
| + | |||
| + | Number() : _value(0) { } | ||
| + | |||
| + | virtual HRESULT STDMETHODCALLTYPE GetValue(INT32* value) override | ||
| + | { | ||
| + | *value = _value; | ||
| + | return S_OK; | ||
| + | } | ||
| + | |||
| + | virtual HRESULT STDMETHODCALLTYPE SetValue(INT32 value) override | ||
| + | { | ||
| + | _value = value; | ||
| + | return S_OK; | ||
| + | } | ||
| + | |||
| + | private: | ||
| + | |||
| + | INT32 _value; | ||
| + | }; | ||
| + | </code> | ||
| + | |} | ||
| + | |||
| + | To develop in C++ you will always use this extension somewhere because it's your C++ code which is consumed by managed API and not the other way round. For example "you can't use a C++ object directly in your C# app. you need to first write a Windows Runtime Component. | ||
=== Native (C++) === | === Native (C++) === | ||
| Line 61: | Line 125: | ||
* [http://msdn.microsoft.com/library/3bstk3k5.aspx C++ Language Reference] | * [http://msdn.microsoft.com/library/3bstk3k5.aspx C++ Language Reference] | ||
| − | C++11 adds a lot of really good concepts and features and | + | C++11 adds a lot of really good concepts and features. Too learn more and update your abilities, you should read this link : [http://msdn.microsoft.com/library/hh279654.aspx Modern C++]. |
Native API is developed in C++ and divided into libraries : | Native API is developed in C++ and divided into libraries : | ||
* [http://msdn.microsoft.com/library/windowsphone/develop/jj662956(v=vs.105).aspx Win 32 & COM] api : subset of Win32 API. This library gives acces to function to manipulate files, raw sockets and COM object. | * [http://msdn.microsoft.com/library/windowsphone/develop/jj662956(v=vs.105).aspx Win 32 & COM] api : subset of Win32 API. This library gives acces to function to manipulate files, raw sockets and COM object. | ||
* [http://msdn.microsoft.com/library/windowsphone/develop/jj207010(v=vs.105).aspx Direct3D 11]: 3D rendering. | * [http://msdn.microsoft.com/library/windowsphone/develop/jj207010(v=vs.105).aspx Direct3D 11]: 3D rendering. | ||
| − | * [ | + | * [http://msdn.microsoft.com/library/windowsphone/develop/jj681688(v=vs.105).aspx Microsoft Media Foundation APIs ] : Microsoft framework for audio/video capture and rendering. [http://msdn.microsoft.com/library/windowsphone/develop/jj207074(v=vs.105).aspx Windows Phone implement a subset of Windows 8 version]. |
| − | * [http://msdn.microsoft.com/library/hh438466.aspx Windows Runtime C++ Template Library] : helper to | + | * [http://msdn.microsoft.com/library/hh438466.aspx Windows Runtime C++ Template Library] : helper to consume and create COM or Windows Runtime component in C++. It's replace old ATL API. With Windows Phone, this library is generally use only to consume COM and WinPRT components. |
| − | * [http://msdn.microsoft.com/library/dd492418.aspx Parallel Patterns Library] : high level multithread library with | + | * [http://msdn.microsoft.com/library/dd492418.aspx Parallel Patterns Library] : high level multithread library with concurrency algorithm and task concept. |
| − | + | In few cases, you can use directly COM Object : | |
| + | * advanced access to [http://msdn.microsoft.com/library/windowsphone/develop/jj571202(v=vs.105).aspx camera] | ||
| + | * advanced access to [http://msdn.microsoft.com/library/windowsphone/develop/jj715884(v=vs.105).aspx audio]. | ||
== Native application == | == Native application == | ||
| − | To launch an application, Windows phone need an "entry point" | + | To launch an application, Windows phone need an "entry point" it may consume. To perform it, your "entry point" will be developed with C++/CX and C++ main function is replaced by a C++/CX version: <code csharp> |
| − | <code csharp> | + | |
[Platform::MTAThread] | [Platform::MTAThread] | ||
int main(Platform::Array<Platform::String^>^) | int main(Platform::Array<Platform::String^>^) | ||
| Line 85: | Line 150: | ||
</code> | </code> | ||
* [http://msdn.microsoft.com/library/windows/apps/hh710417.aspx Platform::MTAThread] : metadata about application multi-thread apartment. | * [http://msdn.microsoft.com/library/windows/apps/hh710417.aspx Platform::MTAThread] : metadata about application multi-thread apartment. | ||
| − | * | + | * {{Icode|myFactory()}}: implements [http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.iframeworkviewsource.aspx IFrameworkViewSource]. This class is a factory use to instantiate a [http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.iframeworkview.aspx Iframeworkview]. <code csharp> |
| − | <code csharp> | + | |
ref class myFactory sealed : Windows::ApplicationModel::Core::IFrameworkViewSource | ref class myFactory sealed : Windows::ApplicationModel::Core::IFrameworkViewSource | ||
{ | { | ||
| Line 96: | Line 160: | ||
}; | }; | ||
</code> | </code> | ||
| − | * [http://msdn.microsoft.com/library/windowsphone/develop/hh700469.aspx CoreApplication::Run] : C++/CX | + | * [http://msdn.microsoft.com/library/windowsphone/develop/hh700469.aspx CoreApplication::Run] : C++/CX function which acquire an [http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.iframeworkview.aspx Iframeworkview] from an [http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.iframeworkviewsource.aspx IFrameworkViewSource] factory. |
| − | IFrameworkView is the display provider use to make Direct3D rendering. Interface function are : | + | |
| − | * Initialize : | + | {{Icode|IFrameworkView}} is the display provider use to make Direct3D rendering. Interface function are : |
| − | <code csharp> | + | * {{Icode|Initialize()}}: Initialization function. Take a[http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.coreapplicationview.aspx CoreApplicationView] in parameters. You can use [http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.coreapplicationview.activated.aspx CoreApplicationView Activated event] to be notified when application is activated and use this function to register your IFrameworkView with [http://msdn.microsoft.com/library/windowsphone/develop/windows.applicationmodel.core.coreapplication.aspx CoreApplication events] to handle application state changes. <code csharp> |
void myView::Initialize(CoreApplicationView^ applicationView) | void myView::Initialize(CoreApplicationView^ applicationView) | ||
{ | { | ||
| Line 114: | Line 178: | ||
} | } | ||
</code> | </code> | ||
| − | * Load : | + | * {{Icode|Load()}}: Load and activate external resources. This function is called before {{Icode|Run()}}. |
| − | + | * {{Icode|SetWindow()}}: sets the current [http://msdn.microsoft.com/library/windowsphone/develop/windows.ui.core.corewindow.aspx CoreWindow]. Use it to handle application display event like close, visibility change, mono-touch event etc: <code csharp> | |
| − | * SetWindow : sets the current [http://msdn.microsoft.com/library/windowsphone/develop/windows.ui.core.corewindow.aspx CoreWindow]. Use it to handle application display event like close, visibility change, mono-touch event | + | |
| − | <code csharp> | + | |
void myView::SetWindow(CoreWindow^ window) | void myView::SetWindow(CoreWindow^ window) | ||
{ | { | ||
| Line 136: | Line 198: | ||
} | } | ||
</code> | </code> | ||
| − | * Uninitialize : | + | * {{Icode|Uninitialize()}} : Uninitializes resources. |
| − | * Run : | + | * {{Icode|Run()}}: Start your view. Your must implement an application event-loop here. <code csharp> |
| − | <code csharp> | + | |
void myView::Run() | void myView::Run() | ||
{ | { | ||
| Line 162: | Line 223: | ||
</code> | </code> | ||
| − | Native application have three | + | Native application have three important points: |
* you can only use Direct3D for display data. Native API doesn't have API to build GUI. | * you can only use Direct3D for display data. Native API doesn't have API to build GUI. | ||
* you must execute system events. | * you must execute system events. | ||
* You don't have access to .Net functionality. You can't use live tiles, send a SMS, ... | * You don't have access to .Net functionality. You can't use live tiles, send a SMS, ... | ||
| − | Without .Net functionality, native applications are not so cool and you are limited to Direct3D develop ... But remember, you can develop | + | Without .Net functionality, native applications are not so cool and you are limited to Direct3D develop ... But remember, you can develop WinPRT components with C++/CX. So it's possible to encapsulate your c++ Code with C++/CX and consume it with managed code |
| − | + | ||
| Line 176: | Line 236: | ||
== Mixed application == | == Mixed application == | ||
| − | You can develop mixed application where your managed code consume Windows Phone Runtime components. To develop with C++ Code, you must create a Windows Phone Runtime Component which interface C++ part with a public sealed C++/CX class . It's important to read[http://msdn.microsoft.com/library/windows/apps/xaml/br212455.aspx C++ extension documentation] to understand its specificities : | + | You can develop mixed application where your managed code consume Windows Phone Runtime components. To develop with C++ Code, you must create a Windows Phone Runtime Component which interface C++ part with a public sealed C++/CX class . It's important to read [http://msdn.microsoft.com/library/windows/apps/xaml/br212455.aspx C++ extension documentation] to understand its specificities : |
*a C++/CX class/struct is declared with '''ref''' keyword | *a C++/CX class/struct is declared with '''ref''' keyword | ||
<code csharp> | <code csharp> | ||
| Line 186: | Line 246: | ||
* Allocation is performed by [http://msdn.microsoft.com/library/windows/apps/xaml/hh699870.aspx '''ref new''']. | * Allocation is performed by [http://msdn.microsoft.com/library/windows/apps/xaml/hh699870.aspx '''ref new''']. | ||
* C++/CX struct can be use like a POD. | * C++/CX struct can be use like a POD. | ||
| − | *Class instance is handled by '''^ type''' ( is known as a "hat"). This type is a | + | *Class instance is handled by '''^ type''' ( is known as a "hat"). This type is a smart pointer with a counting reference like std::shared_ptr. |
<code csharp> | <code csharp> | ||
myclass ^ myClass = ref new myclass (); | myclass ^ myClass = ref new myclass (); | ||
| Line 194: | Line 254: | ||
* [http://msdn.microsoft.com/library/windows/apps/xaml/hh700121.aspx Fundamental types] are similar. | * [http://msdn.microsoft.com/library/windows/apps/xaml/hh700121.aspx Fundamental types] are similar. | ||
* A [http://msdn.microsoft.com/library/windows/apps/xaml/hh755807.aspx property] is similar to getter/setter in C++. | * A [http://msdn.microsoft.com/library/windows/apps/xaml/hh755807.aspx property] is similar to getter/setter in C++. | ||
| − | * A [http://msdn.microsoft.com/library/windows/apps/xaml/hh755798.aspx delegate] is a | + | * A [http://msdn.microsoft.com/library/windows/apps/xaml/hh755798.aspx delegate] is a function object. It can encapsulate n C++/CX or managed code. |
* An [http://msdn.microsoft.com/library/windows/apps/xaml/hh755799.aspx event] is a delegate collection which perform all delegate when event is raised. | * An [http://msdn.microsoft.com/library/windows/apps/xaml/hh755799.aspx event] is a delegate collection which perform all delegate when event is raised. | ||
* '''sealed''' keyword : a sealed class or a sealed function can't be overridden. | * '''sealed''' keyword : a sealed class or a sealed function can't be overridden. | ||
| − | To be consumed by managed code, C++/CX code generate a set of metadata. | + | To be consumed by managed code, C++/CX code generate a set of metadata. This generation depend on [http://msdn.microsoft.com/en-us/library/windows/apps/xaml/hh969551.aspx access modifier] : |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| Line 236: | Line 296: | ||
* [http://msdn.microsoft.com/library/windows/apps/xaml/hh755807.aspx property], | * [http://msdn.microsoft.com/library/windows/apps/xaml/hh755807.aspx property], | ||
* [http://msdn.microsoft.com/library/windows/apps/xaml/hh755798.aspx delegate], | * [http://msdn.microsoft.com/library/windows/apps/xaml/hh755798.aspx delegate], | ||
| − | * [http://msdn.microsoft.com/library/windows/apps/xaml/hh755799.aspx event, | + | * [http://msdn.microsoft.com/library/windows/apps/xaml/hh755799.aspx event], |
These Objects must be defined with these types : | These Objects must be defined with these types : | ||
* [http://msdn.microsoft.com/library/windows/apps/xaml/hh700121.aspx Fundamental], | * [http://msdn.microsoft.com/library/windows/apps/xaml/hh700121.aspx Fundamental], | ||
| Line 243: | Line 303: | ||
* Your public sealed class/struct. | * Your public sealed class/struct. | ||
| − | Once your components is referenced by your managed application, you can | + | Once your components is referenced by your managed application, you can consume it like other Managed object. It's so possible to bind public properties with XAML and connect to public events. |
| − | You can find interesting explanation here : [http://msdn.microsoft.com/library/windows/apps/hh441569.aspx Creating Windows Runtime Components in C++] | + | You can find interesting explanation here : |
| + | * [http://msdn.microsoft.com/library/windows/apps/hh441569.aspx Creating Windows Runtime Components in C++] | ||
| + | * [http://blogs.msdn.com/b/vcblog/archive/2012/08/29/cxxcxpart00anintroduction.aspx C++/CX Part 0 of n: An Introduction] | ||
| + | * [http://blogs.msdn.com/b/vcblog/archive/2012/09/05/cxxcxpart01asimpleclass.aspx C++/CX Part 1 of n: A Simple Class] | ||
| + | * [http://blogs.msdn.com/b/vcblog/archive/2012/09/17/cxxcxpart02typesthatwearhats.aspx C++/CX Part 2 of n: Types That Wear Hats] | ||
| + | * [http://blogs.msdn.com/b/vcblog/archive/2012/10/05/cxxcxpart03underconstruction.aspx C++/CX Part 3 of n: Under Construction] | ||
| + | * [http://blogs.msdn.com/b/vcblog/archive/2012/10/19/cxxcxpart04staticmemberfunctions.aspx C++/CX Part 4 of n: Static Member Functions] | ||
'''Warning''' : Windows phone implement a subset of the [http://msdn.microsoft.com/en-us/library/windows/apps/hh832106.aspx Windows 8 C++/CX namespace]. Few object are not accessible. | '''Warning''' : Windows phone implement a subset of the [http://msdn.microsoft.com/en-us/library/windows/apps/hh832106.aspx Windows 8 C++/CX namespace]. Few object are not accessible. | ||
=== Collections=== | === Collections=== | ||
| − | Windows Phone Runtime API doesn't implement collections class. To transfer collection between managed and native code, a set of [http://msdn.microsoft.com/en-us/library/windowsphone/develop/windows.foundation.collections.aspx#interfaces collections Interface] are defined. These interface have Equivalent in managed. For example IVector | + | Windows Phone Runtime API doesn't implement collections class. To transfer collection between managed and native code, a set of [http://msdn.microsoft.com/en-us/library/windowsphone/develop/windows.foundation.collections.aspx#interfaces collections Interface] are defined. These interface have Equivalent in managed. For example IVector becomes an IList in C#. |
[http://msdn.microsoft.com/en-US/library/windows/apps/hh700103.aspx C++/CX collections] use C++ parts and can't be consumed directly by managed Code. Like these classes implement a Windows Phone Runtime interface, you can cast these to be consumed through the interface | [http://msdn.microsoft.com/en-US/library/windows/apps/hh700103.aspx C++/CX collections] use C++ parts and can't be consumed directly by managed Code. Like these classes implement a Windows Phone Runtime interface, you can cast these to be consumed through the interface | ||
| Line 282: | Line 348: | ||
[[File:Debugger_selection.png]] | [[File:Debugger_selection.png]] | ||
| − | === Direct 3D : | + | === Direct 3D === |
| + | Managed code can't access directly to Direct 3D. You must develop a WinPRT component which consume Direct3D with C++ code. Direct3D rendering can be display by two XAML controls: | ||
| + | * [http://msdn.microsoft.com/library/windowsphone/develop/system.windows.controls.drawingsurface(v=vs.105).aspx DrawingSurface]. Direct3D will be rendering on DrawingSurface region. This element is used like other UI control and you can perform transformation, animation,... | ||
| + | * [http://msdn.microsoft.com/library/windowsphone/develop/system.windows.controls.drawingsurfacebackgroundgrid(v=vs.105).aspx DrawingSurfaceBackgroundGrid]:Direct3D is rendering on all your application background. This layout must be the root UI control in XAML. You can add UI control like a [http://msdn.microsoft.com/library/windowsphone/develop/system.windows.controls.grid(v=vs.105).aspx Grid]. | ||
| + | More information can be found in [[Windows Phone Direct3D XAML Application Introduction]] article. | ||
| + | |||
| + | Unfortunately, integration with XAML is more complicated. You need a layer of Interoperability to acces to Direct3D device ( look Direct3DContentProvider.h class in VS project) ... SDK give two project template : | ||
| + | * [http://msdn.microsoft.com/library/windowsphone/develop/jj207012(v=vs.105).aspx Visual C# => Windows Phone XAML and Direct 3D] : this project use DrawingSurface to render Direct3D | ||
| + | * [http://msdn.microsoft.com/library/windowsphone/develop/jj714079(v=vs.105).aspx Visual C++ => Windows Phone Direct 3D with XAML] : this project use DrawingSurfaceBackgroundGrid to render Direct3D. | ||
| + | |||
| + | These projects share important code : | ||
| + | * Direct3DContentProvider.h : COM class coded with wrl library and implement the layer of Interoperability between a IDrawingSurfaceContentProvider and IDrawingSurfaceContentProviderNative COM interface. | ||
| + | * Direct3DBase.h : Helper class that initializes DirectX APIs for 3D rendering. Your can use it for your Direct3D class. | ||
| + | * XXX::CreateContentProvider() : add a layer of Interoperability and return IDrawingSurfaceBackgroundContentProvider or IDrawingSurfaceContentProvider. | ||
| + | |||
| + | Your class must implement functions which are called by Direct3DContentProvider : | ||
| + | <code cpp > | ||
| + | // IDrawingSurfaceContentProviderNative | ||
| + | HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host); | ||
| + | void STDMETHODCALLTYPE Disconnect(); | ||
| + | |||
| + | HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty); | ||
| + | HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle); | ||
| + | </code> | ||
| + | |||
| + | this method are called by Direct3DContentProvider to give Direct3D context for rendering. | ||
| + | |||
| + | IDrawingSurfaceBackgroundContentProvider and IDrawingSurfaceContentProvider are empty interface. They are only use to associate your class with target UI Controler. But XXX::CreateContentProvider() is mportant : | ||
| + | <code cpp> | ||
| + | IDrawingSurfaceContentProvider^ Direct3DInterop::CreateContentProvider() | ||
| + | { | ||
| + | ComPtr<Direct3DContentProvider> provider = Make<Direct3DContentProvider>(this); | ||
| + | return reinterpret_cast<IDrawingSurfaceContentProvider^>(provider.Detach()); | ||
| + | } | ||
| + | </code> | ||
| + | * Make<Direct3DContentProvider>(this); : encapsulate your class instance to a Direct3DContentProvider COM object. | ||
| + | * Cast COM Obect to IDrawingSurfaceContentProvider interface. '''You must use this returned instance to associate your rendering with UI Controler.''' | ||
==Reference links == | ==Reference links == | ||
| − | + | Resources about C++ Direct3D development on Windows Phone : | |
*[http://channel9.msdn.com/Shows/Inside+Windows+Phone/Inside-Windows-Phone-42--Sam-George-on-Native-C-Game-Development-in-Windows-Phone-8 Inside Windows Phone 42 - Sam George on Native C++ Game Development in Windows Phone 8] | *[http://channel9.msdn.com/Shows/Inside+Windows+Phone/Inside-Windows-Phone-42--Sam-George-on-Native-C-Game-Development-in-Windows-Phone-8 Inside Windows Phone 42 - Sam George on Native C++ Game Development in Windows Phone 8] | ||
Revision as of 16:57, 9 January 2013
Windows Phone 8 SDK adds two new sets of APIs to develop applications using native code. This article will explain how to use C++ under Windows Phone and some general directions that any C++ developer should know when targeting the platform.
Article Metadata
Tested with
Compatibility
Article
Contents |
Introduction
Windows Phone 8 SDK adds two new sets of APIs to develop applications using native code. This article will explain how to use C++ under Windows Phone and some general directions that any C++ developer should know when targeting the platform.
Windows Phone 8 SDK API is divided in three complementary parts:
- .NET gives access to Windows Phone functionality like Live Tiles, send SMS...
- Windows Phone Runtime is an intermediate API which gives access to low level functionality like Voice Commands, VoIP...
- Native code gives access to low level APIs like Socket, DirectX...
For more information read: Windows Phone API reference
.NET (C# & VB)
.NET API is the original Windows Phone framework. It lets you to develop GUI with XAML technologies, access principal functionality (live tiles, tasks, send Mail, sms, ...) and XNA. It's actually the most important framework to develop Windows Phone application. To develop with this framework you can use C# or VB.
You can find .NET reference documentation here: .NET API for Windows Phone
Windows Phone Runtime (C#, VB & C++/CX)
This API have two functionalities:
- shared API with windows 8. A subset of this api is shared with windows 8.
- mixes managed and native code. Managed and Native code are incompatible by nature but this API can be consumed by both.
This API is based on an evolution of COM technology. To use it with C++ and write easily a WinPRT component, Microsoft have created the Visual C++ Language Reference (C++/CX). This extension adds to C++ managed equivalent like properties, delegate, event.... To be consumed by managed code, class developed with C++/Cx generate metadata. In fact, toolchain translates this class to a complex C++ code with WinPRT annotations :
| with C++/CX | without C++/CX |
|---|---|
public ref class Number sealed |
[exclusiveto(Number)] |
To develop in C++ you will always use this extension somewhere because it's your C++ code which is consumed by managed API and not the other way round. For example "you can't use a C++ object directly in your C# app. you need to first write a Windows Runtime Component.
Native (C++)
Visual studio 2012 have a really good support of C++ language and its recent normalization. For windows phone, these links are good entries to find supported features :
C++11 adds a lot of really good concepts and features. Too learn more and update your abilities, you should read this link : Modern C++.
Native API is developed in C++ and divided into libraries :
- Win 32 & COM api : subset of Win32 API. This library gives acces to function to manipulate files, raw sockets and COM object.
- Direct3D 11: 3D rendering.
- Microsoft Media Foundation APIs : Microsoft framework for audio/video capture and rendering. Windows Phone implement a subset of Windows 8 version.
- Windows Runtime C++ Template Library : helper to consume and create COM or Windows Runtime component in C++. It's replace old ATL API. With Windows Phone, this library is generally use only to consume COM and WinPRT components.
- Parallel Patterns Library : high level multithread library with concurrency algorithm and task concept.
In few cases, you can use directly COM Object :
Native application
To launch an application, Windows phone need an "entry point" it may consume. To perform it, your "entry point" will be developed with C++/CX and C++ main function is replaced by a C++/CX version:[Platform::MTAThread]
int main(Platform::Array<Platform::String^>^)
{
auto factory= ref new myFactory();
CoreApplication::Run(direct3DApplicationSource);
return 0;
}
- Platform::MTAThread : metadata about application multi-thread apartment.
- myFactory(): implements IFrameworkViewSource. This class is a factory use to instantiate a Iframeworkview.
ref class myFactory sealed : Windows::ApplicationModel::Core::IFrameworkViewSource
{
public:
virtual Windows::ApplicationModel::Core::IFrameworkView^ CreateView()
{
return ref new myView();
};
}; - CoreApplication::Run : C++/CX function which acquire an Iframeworkview from an IFrameworkViewSource factory.
IFrameworkView is the display provider use to make Direct3D rendering. Interface function are :
- Initialize(): Initialization function. Take aCoreApplicationView in parameters. You can use CoreApplicationView Activated event to be notified when application is activated and use this function to register your IFrameworkView with CoreApplication events to handle application state changes.
void myView::Initialize(CoreApplicationView^ applicationView)
{
applicationView->Activated +=
ref new TypedEventHandler<CoreApplicationView^, IActivatedEventArgs^>(this, &myView::OnActivated);
//handle suspending and resuming application states.
CoreApplication::Suspending +=
ref new EventHandler<SuspendingEventArgs^>(this, &myView::OnSuspending);
CoreApplication::Resuming +=
ref new EventHandler<Platform::Object^>(this, &myView::OnResuming);
} - Load(): Load and activate external resources. This function is called before Run().
- SetWindow(): sets the current CoreWindow. Use it to handle application display event like close, visibility change, mono-touch event etc:
void myView::SetWindow(CoreWindow^ window)
{
window->VisibilityChanged +=
ref new TypedEventHandler<CoreWindow^, VisibilityChangedEventArgs^>(this, &myView::OnVisibilityChanged);
window->Closed +=
ref new TypedEventHandler<CoreWindow^, CoreWindowEventArgs^>(this, &myView::OnWindowClosed);
window->PointerPressed +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &myView::OnPointerPressed);
window->PointerMoved +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &myView::OnPointerMoved);
window->PointerReleased +=
ref new TypedEventHandler<CoreWindow^, PointerEventArgs^>(this, &myView::OnPointerReleased);
} - Uninitialize() : Uninitializes resources.
- Run(): Start your view. Your must implement an application event-loop here.
void myView::Run()
{
//reference time.
BasicTimer^ timer = ref new BasicTimer();
while (!m_windowClosed)//while application is not closed
{
if (m_windowVisible)// application is visible, update Direct3D rendering
{
timer->Update();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);//process current system events
m_renderer->Update(timer->Total, timer->Delta); //update your render from time reference.
m_renderer->Render();// Direct3D rendering
m_renderer->Present(); // This call is synchronized to the display frame rate.
}
else // application is not visible
{
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessOneAndAllPending); ;//process current system events and wait new events.
}
}
}
Native application have three important points:
- you can only use Direct3D for display data. Native API doesn't have API to build GUI.
- you must execute system events.
- You don't have access to .Net functionality. You can't use live tiles, send a SMS, ...
Without .Net functionality, native applications are not so cool and you are limited to Direct3D develop ... But remember, you can develop WinPRT components with C++/CX. So it's possible to encapsulate your c++ Code with C++/CX and consume it with managed code
Other wiki resources about Direct3D development:
- DirectX Developers - DirectX in Windows Phone
- Windows Phone Native C++ and DirectX - First Direct3D App, setting up Touch and Sensors
Mixed application
You can develop mixed application where your managed code consume Windows Phone Runtime components. To develop with C++ Code, you must create a Windows Phone Runtime Component which interface C++ part with a public sealed C++/CX class . It's important to read C++ extension documentation to understand its specificities :
- a C++/CX class/struct is declared with ref keyword
ref class myclass
{
//...
};
- Allocation is performed by ref new.
- C++/CX struct can be use like a POD.
- Class instance is handled by ^ type ( is known as a "hat"). This type is a smart pointer with a counting reference like std::shared_ptr.
myclass ^ myClass = ref new myclass ();
- Platform::String Class replace std::wstring. C++/CX String are Unicode.
- C++/CX collections are compliant with STL.
- Fundamental types are similar.
- A property is similar to getter/setter in C++.
- A delegate is a function object. It can encapsulate n C++/CX or managed code.
- An event is a delegate collection which perform all delegate when event is raised.
- sealed keyword : a sealed class or a sealed function can't be overridden.
To be consumed by managed code, C++/CX code generate a set of metadata. This generation depend on access modifier :
| Modifier | Meaning | Emitted to metadata? |
|---|---|---|
| private | The default accessibility. Same meaning as in standard C++. | No |
| protected | Same meaning as in standard C++, both within the app or component and in metadata. | Yes |
| public | Same meaning as in standard C++. | Yes |
| public protected –or- protected public | Protected accessibility in metadata, public within the app or component. | Yes |
| protected private or private protected | Not visible in metadata; protected accessibility within the app or component. | No |
| internal or private public | The member is public within the app or component, but is not visible in metadata. | No |
Metadata are generated only for specific C++/CX objects. A C++/CX class can declare C++ object only if the member/function have a private or internal access. Your public Class/Struct must be sealed because Managed code can't override it.
//C++/CX class declaration which can be consumed by managed code
public ref class MyClass sealed
{
private : // C++ object can be used
std::string aString:
std::vector<uint32_t> aFunction();
public : //object and function are accessible by managed coe. if a c++ object is used, error is generated.
property Platform::String ^ anotherString;
Windows::Foundation::Collections::IVector<uint32> ^anotherFunction();
//...
};
Public access is very strict, and only specific C++/CX objects can be used :
These Objects must be defined with these types :
- Fundamental,
- Windows Phone Runtime API objects ,
- C++/CX namespace reference with restriction. When class is not compatible, it generally implement an Interface declared in Windows Phone Runtime API,
- Your public sealed class/struct.
Once your components is referenced by your managed application, you can consume it like other Managed object. It's so possible to bind public properties with XAML and connect to public events.
You can find interesting explanation here :
- Creating Windows Runtime Components in C++
- C++/CX Part 0 of n: An Introduction
- C++/CX Part 1 of n: A Simple Class
- C++/CX Part 2 of n: Types That Wear Hats
- C++/CX Part 3 of n: Under Construction
- C++/CX Part 4 of n: Static Member Functions
Warning : Windows phone implement a subset of the Windows 8 C++/CX namespace. Few object are not accessible.
Collections
Windows Phone Runtime API doesn't implement collections class. To transfer collection between managed and native code, a set of collections Interface are defined. These interface have Equivalent in managed. For example IVector becomes an IList in C#.
C++/CX collections use C++ parts and can't be consumed directly by managed Code. Like these classes implement a Windows Phone Runtime interface, you can cast these to be consumed through the interface
Windows::Foundation::Collections::IVector<int>^ Class1::GetInts()
{
auto vec = ref new Platform::Collections::Vector<int>();
...
return vec;// implicit cast to Windows Phone Runtime interface. Managed code can consume collection returned.
}
Remarque : STL collection can be converted to its C++/CX equivalent. When you convert a temporary collection, You can use std::move to avoid unnecessary internal copy
Windows::Foundation::Collections::IVector<int>^ Class1::GetInts()
{
st::vector<int> vec;
for(int i = 0; i < 10; i++)
{
vec.push_back(i);
}
// Implicit conversion to IVector
return ref new Platform::Collections::Vector<int>(std::move(vec));
}
Debugger
You can't debug managed code and native code in same times. To selected which debugger you want use :
- open project properties
- open debug tab and select debugger mode
Direct 3D
Managed code can't access directly to Direct 3D. You must develop a WinPRT component which consume Direct3D with C++ code. Direct3D rendering can be display by two XAML controls:
- DrawingSurface. Direct3D will be rendering on DrawingSurface region. This element is used like other UI control and you can perform transformation, animation,...
- DrawingSurfaceBackgroundGrid:Direct3D is rendering on all your application background. This layout must be the root UI control in XAML. You can add UI control like a Grid.
More information can be found in Windows Phone Direct3D XAML Application Introduction article.
Unfortunately, integration with XAML is more complicated. You need a layer of Interoperability to acces to Direct3D device ( look Direct3DContentProvider.h class in VS project) ... SDK give two project template :
- Visual C# => Windows Phone XAML and Direct 3D : this project use DrawingSurface to render Direct3D
- Visual C++ => Windows Phone Direct 3D with XAML : this project use DrawingSurfaceBackgroundGrid to render Direct3D.
These projects share important code :
- Direct3DContentProvider.h : COM class coded with wrl library and implement the layer of Interoperability between a IDrawingSurfaceContentProvider and IDrawingSurfaceContentProviderNative COM interface.
- Direct3DBase.h : Helper class that initializes DirectX APIs for 3D rendering. Your can use it for your Direct3D class.
- XXX::CreateContentProvider() : add a layer of Interoperability and return IDrawingSurfaceBackgroundContentProvider or IDrawingSurfaceContentProvider.
Your class must implement functions which are called by Direct3DContentProvider :
// IDrawingSurfaceContentProviderNative
HRESULT STDMETHODCALLTYPE Connect(_In_ IDrawingSurfaceRuntimeHostNative* host);
void STDMETHODCALLTYPE Disconnect();
HRESULT STDMETHODCALLTYPE PrepareResources(_In_ const LARGE_INTEGER* presentTargetTime, _Out_ BOOL* contentDirty);
HRESULT STDMETHODCALLTYPE GetTexture(_In_ const DrawingSurfaceSizeF* size, _Out_ IDrawingSurfaceSynchronizedTextureNative** synchronizedTexture, _Out_ DrawingSurfaceRectF* textureSubRectangle);
this method are called by Direct3DContentProvider to give Direct3D context for rendering.
IDrawingSurfaceBackgroundContentProvider and IDrawingSurfaceContentProvider are empty interface. They are only use to associate your class with target UI Controler. But XXX::CreateContentProvider() is mportant :
IDrawingSurfaceContentProvider^ Direct3DInterop::CreateContentProvider()
{
ComPtr<Direct3DContentProvider> provider = Make<Direct3DContentProvider>(this);
return reinterpret_cast<IDrawingSurfaceContentProvider^>(provider.Detach());
}
- Make<Direct3DContentProvider>(this); : encapsulate your class instance to a Direct3DContentProvider COM object.
- Cast COM Obect to IDrawingSurfaceContentProvider interface. You must use this returned instance to associate your rendering with UI Controler.
Reference links
Resources about C++ Direct3D development on Windows Phone :
The media player is loading...
The media player is loading...



