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+/* Copyright 2015-2018 Egor Yusov
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS.
+ *
+ * In no event and under no legal theory, whether in tort (including negligence),
+ * contract, or otherwise, unless required by applicable law (such as deliberate
+ * and grossly negligent acts) or agreed to in writing, shall any Contributor be
+ * liable for any damages, including any direct, indirect, special, incidental,
+ * or consequential damages of any character arising as a result of this License or
+ * out of the use or inability to use the software (including but not limited to damages
+ * for loss of goodwill, work stoppage, computer failure or malfunction, or any and
+ * all other commercial damages or losses), even if such Contributor has been advised
+ * of the possibility of such damages.
+ */
+
+#include "UWPAppBase.h"
+
+namespace Diligent
+{
+
+UWPAppBase::UWPAppBase()
+{
+ // TODO: Change the timer settings if you want something other than the default variable timestep mode.
+ // e.g. for 60 FPS fixed timestep update logic, call:
+ /*
+ m_timer.SetFixedTimeStep(true);
+ m_timer.SetTargetElapsedSeconds(1.0 / 60);
+ */
+}
+
+void UWPAppBase::Update()
+{
+ // Update scene objects.
+ m_timer.Tick([&]()
+ {
+ auto CurrTime = m_timer.GetTotalSeconds();
+ auto ElapsedTime = m_timer.GetElapsedSeconds();
+ Update(CurrTime, ElapsedTime);
+ });
+}
+
+}