add ut demo for wp8

This commit is contained in:
huade 2015-04-17 14:10:12 +08:00
parent 18dc37a887
commit f092b2a478
37 changed files with 1434 additions and 5 deletions

View File

@ -183,14 +183,20 @@ endif
ifneq (android, $(OS))
ifneq (ios, $(OS))
ifneq (msvc-wp, $(OS))
include $(SRC_PATH)codec/console/dec/targets.mk
include $(SRC_PATH)codec/console/enc/targets.mk
include $(SRC_PATH)codec/console/common/targets.mk
endif
endif
endif
ifneq (ios, $(OS))
ifeq (msvc-wp, $(OS))
libraries: $(LIBPREFIX)$(PROJECT_NAME).$(LIBSUFFIX) $(LIBPREFIX)$(PROJECT_NAME).$(SHAREDLIBSUFFIX) $(LIBPREFIX)ut.$(SHAREDLIBSUFFIX)
else
libraries: $(LIBPREFIX)$(PROJECT_NAME).$(LIBSUFFIX) $(LIBPREFIX)$(PROJECT_NAME).$(SHAREDLIBSUFFIX)
endif
else
libraries: $(LIBPREFIX)$(PROJECT_NAME).$(LIBSUFFIX)
endif
@ -278,7 +284,7 @@ $(LIBPREFIX)ut.$(LIBSUFFIX): $(DECODER_UNITTEST_OBJS) $(ENCODER_UNITTEST_OBJS) $
LIBRARIES +=$(LIBPREFIX)ut.$(SHAREDLIBSUFFIX)
$(LIBPREFIX)ut.$(SHAREDLIBSUFFIX): $(DECODER_UNITTEST_OBJS) $(ENCODER_UNITTEST_OBJS) $(PROCESSING_UNITTEST_OBJS) $(API_TEST_OBJS) $(COMMON_UNITTEST_OBJS) $(CODEC_UNITTEST_DEPS)
$(QUIET)rm -f $@
$(QUIET_CXX)$(CXX) $(SHARED) $(CXX_LINK_O) $+ $(LDFLAGS) $(CODEC_UNITTEST_LDFLAGS)
$(QUIET_CXX)$(CXX) $(SHARED) $(CXX_LINK_O) $+ $(LDFLAGS) $(UTSHLDFLAGS) $(CODEC_UNITTEST_LDFLAGS)
binaries: codec_unittest$(EXEEXT)
BINARIES += codec_unittest$(EXEEXT)
@ -301,12 +307,17 @@ codec_unittest$(EXEEXT):
@:
endif
else
ifneq (msvc-wp,$(OS))
codec_unittest$(EXEEXT): $(DECODER_UNITTEST_OBJS) $(ENCODER_UNITTEST_OBJS) $(PROCESSING_UNITTEST_OBJS) $(API_TEST_OBJS) $(COMMON_UNITTEST_OBJS) $(CODEC_UNITTEST_DEPS) | res
$(QUIET)rm -f $@
$(QUIET_CXX)$(CXX) $(CXX_LINK_O) $+ $(CODEC_UNITTEST_LDFLAGS) $(LDFLAGS)
res:
$(QUIET)if [ ! -e res ]; then ln -s $(SRC_PATH)res .; fi
else
codec_unittest$(EXEEXT):
@:
endif
endif
endif

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@ -78,6 +78,7 @@ rem ***********************************************
set DllFile=openh264.dll
set LibFile=openh264.lib
set PDBFile=openh264.pdb
set UTDllFile=ut.dll
set UTBinFile=codec_unittest.exe
set EncBinFile=h264enc.exe
set DecBinFile=h264dec.exe
@ -394,7 +395,12 @@ goto :EOF
cd
set DestDir=bin/%vArcType%-%vConfiguration%-ASM-%vASMFlag%
echo DestDir is %DestDir%
set aFileList=%DllFile% %LibFile% %PDBFile% %UTBinFile% %EncBinFile% %DecBinFile%
if "%vOSType%"=="msvc-wp" (
set aFileList=%DllFile% %LibFile% %PDBFile% %UTDllFile%
)
else (
set aFileList=%DllFile% %LibFile% %PDBFile% %UTBinFile% %EncBinFile% %DecBinFile%
)
for %%k in (%aFileList%) do (
bash -c "cp -f %%k %DestDir%"
)

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@ -2,10 +2,11 @@ ARCH = arm
include $(SRC_PATH)build/msvc-common.mk
CFLAGS_OPT += -MD
CFLAGS_DEBUG += -MDd
CFLAGS += -DWINAPI_FAMILY=WINAPI_FAMILY_PHONE_APP
CFLAGS += -DWINAPI_FAMILY=WINAPI_FAMILY_PHONE_APP -DWINDOWS_PHONE
# Ignore warnings about the main function prototype when building with -ZW
CXXFLAGS += -ZW -wd4447
LDFLAGS += -nodefaultlib:kernel32.lib -nodefaultlib:ole32.lib WindowsPhoneCore.lib
UTSHLDFLAGS=-def:ut.def
# Ignore warnings about code built with -ZW in .lib files
AR_OPTS += -ignore:4264

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@ -5,13 +5,13 @@
#include <string.h>
#if (defined(ANDROID_NDK)||defined(APPLE_IOS))
#if (defined(ANDROID_NDK)||defined(APPLE_IOS)||defined(WINDOWS_PHONE))
int CodecUtMain (int argc , char** argv) {
#else
int main (int argc, char** argv) {
#endif
#if (defined(ANDROID_NDK)||defined(APPLE_IOS))
#if (defined(ANDROID_NDK)||defined(APPLE_IOS)||defined(WINDOWS_PHONE))
char xmlPath[1024] = "";
sprintf (xmlPath, "xml:%s", argv[1]);
::testing::GTEST_FLAG (output) = xmlPath;

29
test/build/windowsphone/.gitignore vendored Normal file
View File

@ -0,0 +1,29 @@
# Files generated by Visual Studio 2008
*.user
*.ncb
*.suo
*.opensdf
Win32
x64
ARM
Debug
Release
# Files generated by upgrading the project files
Backup
Generated Files
UpgradeLog.htm
# Files generated by Visual Studio 2013
*.sdf
ipch
Draft
# Files used in App
Bin
obj
res
*.dll
*.yuv
*.264

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@ -0,0 +1,20 @@
<Application
x:Class="CodecUTApp.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone">
<!--Application Resources-->
<Application.Resources>
<local:LocalizedStrings xmlns:local="clr-namespace:CodecUTApp" x:Key="LocalizedStrings"/>
</Application.Resources>
<Application.ApplicationLifetimeObjects>
<!--Required object that handles lifetime events for the application-->
<shell:PhoneApplicationService
Launching="Application_Launching" Closing="Application_Closing"
Activated="Application_Activated" Deactivated="Application_Deactivated"/>
</Application.ApplicationLifetimeObjects>
</Application>

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@ -0,0 +1,223 @@
using System;
using System.Diagnostics;
using System.Resources;
using System.Windows;
using System.Windows.Markup;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using CodecUTApp.Resources;
namespace CodecUTApp
{
public partial class App : Application
{
/// <summary>
/// Provides easy access to the root frame of the Phone Application.
/// </summary>
/// <returns>The root frame of the Phone Application.</returns>
public static PhoneApplicationFrame RootFrame { get; private set; }
/// <summary>
/// Constructor for the Application object.
/// </summary>
public App()
{
// Global handler for uncaught exceptions.
UnhandledException += Application_UnhandledException;
// Standard XAML initialization
InitializeComponent();
// Phone-specific initialization
InitializePhoneApplication();
// Language display initialization
InitializeLanguage();
// Show graphics profiling information while debugging.
if (Debugger.IsAttached)
{
// Display the current frame rate counters.
Application.Current.Host.Settings.EnableFrameRateCounter = true;
// Show the areas of the app that are being redrawn in each frame.
//Application.Current.Host.Settings.EnableRedrawRegions = true;
// Enable non-production analysis visualization mode,
// which shows areas of a page that are handed off to GPU with a colored overlay.
//Application.Current.Host.Settings.EnableCacheVisualization = true;
// Prevent the screen from turning off while under the debugger by disabling
// the application's idle detection.
// Caution:- Use this under debug mode only. Application that disables user idle detection will continue to run
// and consume battery power when the user is not using the phone.
PhoneApplicationService.Current.UserIdleDetectionMode = IdleDetectionMode.Disabled;
}
}
// Code to execute when the application is launching (eg, from Start)
// This code will not execute when the application is reactivated
private void Application_Launching(object sender, LaunchingEventArgs e)
{
}
// Code to execute when the application is activated (brought to foreground)
// This code will not execute when the application is first launched
private void Application_Activated(object sender, ActivatedEventArgs e)
{
}
// Code to execute when the application is deactivated (sent to background)
// This code will not execute when the application is closing
private void Application_Deactivated(object sender, DeactivatedEventArgs e)
{
}
// Code to execute when the application is closing (eg, user hit Back)
// This code will not execute when the application is deactivated
private void Application_Closing(object sender, ClosingEventArgs e)
{
}
// Code to execute if a navigation fails
private void RootFrame_NavigationFailed(object sender, NavigationFailedEventArgs e)
{
if (Debugger.IsAttached)
{
// A navigation has failed; break into the debugger
Debugger.Break();
}
}
// Code to execute on Unhandled Exceptions
private void Application_UnhandledException(object sender, ApplicationUnhandledExceptionEventArgs e)
{
if (Debugger.IsAttached)
{
// An unhandled exception has occurred; break into the debugger
Debugger.Break();
}
}
#region Phone application initialization
// Avoid double-initialization
private bool phoneApplicationInitialized = false;
// Do not add any additional code to this method
private void InitializePhoneApplication()
{
if (phoneApplicationInitialized)
return;
// Create the frame but don't set it as RootVisual yet; this allows the splash
// screen to remain active until the application is ready to render.
RootFrame = new PhoneApplicationFrame();
RootFrame.Navigated += CompleteInitializePhoneApplication;
// Handle navigation failures
RootFrame.NavigationFailed += RootFrame_NavigationFailed;
// Handle reset requests for clearing the backstack
RootFrame.Navigated += CheckForResetNavigation;
// Ensure we don't initialize again
phoneApplicationInitialized = true;
}
// Do not add any additional code to this method
private void CompleteInitializePhoneApplication(object sender, NavigationEventArgs e)
{
// Set the root visual to allow the application to render
if (RootVisual != RootFrame)
RootVisual = RootFrame;
// Remove this handler since it is no longer needed
RootFrame.Navigated -= CompleteInitializePhoneApplication;
}
private void CheckForResetNavigation(object sender, NavigationEventArgs e)
{
// If the app has received a 'reset' navigation, then we need to check
// on the next navigation to see if the page stack should be reset
if (e.NavigationMode == NavigationMode.Reset)
RootFrame.Navigated += ClearBackStackAfterReset;
}
private void ClearBackStackAfterReset(object sender, NavigationEventArgs e)
{
// Unregister the event so it doesn't get called again
RootFrame.Navigated -= ClearBackStackAfterReset;
// Only clear the stack for 'new' (forward) and 'refresh' navigations
if (e.NavigationMode != NavigationMode.New && e.NavigationMode != NavigationMode.Refresh)
return;
// For UI consistency, clear the entire page stack
while (RootFrame.RemoveBackEntry() != null)
{
; // do nothing
}
}
#endregion
// Initialize the app's font and flow direction as defined in its localized resource strings.
//
// To ensure that the font of your application is aligned with its supported languages and that the
// FlowDirection for each of those languages follows its traditional direction, ResourceLanguage
// and ResourceFlowDirection should be initialized in each resx file to match these values with that
// file's culture. For example:
//
// AppResources.es-ES.resx
// ResourceLanguage's value should be "es-ES"
// ResourceFlowDirection's value should be "LeftToRight"
//
// AppResources.ar-SA.resx
// ResourceLanguage's value should be "ar-SA"
// ResourceFlowDirection's value should be "RightToLeft"
//
// For more info on localizing Windows Phone apps see http://go.microsoft.com/fwlink/?LinkId=262072.
//
private void InitializeLanguage()
{
try
{
// Set the font to match the display language defined by the
// ResourceLanguage resource string for each supported language.
//
// Fall back to the font of the neutral language if the Display
// language of the phone is not supported.
//
// If a compiler error is hit then ResourceLanguage is missing from
// the resource file.
RootFrame.Language = XmlLanguage.GetLanguage(AppResources.ResourceLanguage);
// Set the FlowDirection of all elements under the root frame based
// on the ResourceFlowDirection resource string for each
// supported language.
//
// If a compiler error is hit then ResourceFlowDirection is missing from
// the resource file.
FlowDirection flow = (FlowDirection)Enum.Parse(typeof(FlowDirection), AppResources.ResourceFlowDirection);
RootFrame.FlowDirection = flow;
}
catch
{
// If an exception is caught here it is most likely due to either
// ResourceLangauge not being correctly set to a supported language
// code or ResourceFlowDirection is set to a value other than LeftToRight
// or RightToLeft.
if (Debugger.IsAttached)
{
Debugger.Break();
}
throw;
}
}
}
}

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@ -0,0 +1,327 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.20506</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}</ProjectGuid>
<ProjectTypeGuids>{C089C8C0-30E0-4E22-80C0-CE093F111A43};{fae04ec0-301f-11d3-bf4b-00c04f79efbc}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>CodecUTApp</RootNamespace>
<AssemblyName>CodecUTApp</AssemblyName>
<TargetFrameworkIdentifier>WindowsPhone</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v8.1</TargetFrameworkVersion>
<SilverlightVersion>
</SilverlightVersion>
<SilverlightApplication>true</SilverlightApplication>
<SupportedCultures>
</SupportedCultures>
<XapOutputs>true</XapOutputs>
<GenerateSilverlightManifest>true</GenerateSilverlightManifest>
<XapFilename>CodecUTApp_$(Configuration)_$(Platform).xap</XapFilename>
<SilverlightManifestTemplate>Properties\AppManifest.xml</SilverlightManifestTemplate>
<SilverlightAppEntry>CodecUTApp.App</SilverlightAppEntry>
<ValidateXaml>true</ValidateXaml>
<MinimumVisualStudioVersion>12.0</MinimumVisualStudioVersion>
<ThrowErrorsInValidation>true</ThrowErrorsInValidation>
<TargetFrameworkProfile />
<DefaultLanguage>en-US</DefaultLanguage>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\x86\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\x86\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|ARM' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Bin\ARM\Debug</OutputPath>
<DefineConstants>DEBUG;TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|ARM' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>Bin\ARM\Release</OutputPath>
<DefineConstants>TRACE;SILVERLIGHT;WINDOWS_PHONE</DefineConstants>
<NoStdLib>true</NoStdLib>
<NoConfig>true</NoConfig>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget />
</PropertyGroup>
<ItemGroup>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="LocalizedStrings.cs" />
<Compile Include="MainPage.xaml.cs">
<DependentUpon>MainPage.xaml</DependentUpon>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Resources\AppResources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>AppResources.resx</DependentUpon>
</Compile>
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</ApplicationDefinition>
<Page Include="MainPage.xaml">
<SubType>Designer</SubType>
<Generator>MSBuild:Compile</Generator>
</Page>
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<None Include="Properties\AppManifest.xml" />
<None Include="Properties\WMAppManifest.xml">
<SubType>Designer</SubType>
</None>
<None Include="res\BA1_FT_C.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BA1_Sony_D.jsv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BAMQ1_JVC_C.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BAMQ2_JVC_C.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BANM_MW_D.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BASQP1_Sony_C.jsv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BA_MW_D.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BA_MW_D_IDR_LOST.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\BA_MW_D_P_LOST.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\CI1_FT_B.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\CiscoVT2people_160x96_6fps.yuv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\CiscoVT2people_320x192_12fps.yuv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\Cisco_Absolute_Power_1280x720_30fps.yuv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\CI_MW_D.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\CVFC1_Sony_C.jsv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\CVPCMNL1_SVA_C.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\Error_I_P.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\LS_SVA_D.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\MIDR_MW_D.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\MPS_MW_A.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\MR1_BT_A.h264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\MR1_MW_A.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\MR2_MW_A.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\MR2_TANDBERG_E.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\NL1_Sony_D.jsv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\NLMQ1_JVC_C.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\NLMQ2_JVC_C.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\NRF_MW_E.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\QCIF_2P_I_allIPCM.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\Static.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\Static_152_100.yuv">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_BA1_B.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_BA2_D.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_Base_B.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_CL1_E.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_FM1_E.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_NL1_B.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\SVA_NL2_E.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_cif_I_CABAC_PCM.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_cif_I_CABAC_slice.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_cif_P_CABAC_slice.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_qcif_cabac.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_scalinglist_jm.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_vd_1d.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="res\test_vd_rc.264">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
<ItemGroup>
<Content Include="Assets\AlignmentGrid.png" />
<Content Include="Assets\ApplicationIcon.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\BadgeLogo.png" />
<Content Include="Assets\Logo.png" />
<Content Include="Assets\SplashScreen.png" />
<Content Include="Assets\SquareTile150x150.png" />
<Content Include="Assets\SquareTile71x71.png" />
<Content Include="Assets\StoreLogo.png" />
<Content Include="Assets\Tiles\FlipCycleTileLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileMedium.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\FlipCycleTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileMediumLarge.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\Tiles\IconicTileSmall.png">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Assets\WideLogo.png" />
<Content Include="ut.dll">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Resources\AppResources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>AppResources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Codec_UT_RTComponent.vcxproj">
<Project>{42f6ec7e-6271-448c-9df6-1c3d33ac2611}</Project>
<Name>Codec_UT_RTComponent</Name>
</ProjectReference>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).$(TargetFrameworkVersion).Overrides.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\$(TargetFrameworkIdentifier)\$(TargetFrameworkVersion)\Microsoft.$(TargetFrameworkIdentifier).CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
<ProjectExtensions />
<PropertyGroup>
<PreBuildEvent>if exist ..\..\..\res rd ..\..\..\res
md ..\..\..\res
copy /y ..\..\..\..\..\..\..\..\res\* ..\..\..\res
copy /y ..\..\..\..\..\..\..\..\bin\$(Platform)\$(Configuration)\ut.dll ..\..\..\</PreBuildEvent>
</PropertyGroup>
</Project>

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@ -0,0 +1,14 @@
using CodecUTApp.Resources;
namespace CodecUTApp
{
/// <summary>
/// Provides access to string resources.
/// </summary>
public class LocalizedStrings
{
private static AppResources _localizedResources = new AppResources();
public AppResources LocalizedResources { get { return _localizedResources; } }
}
}

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<phone:PhoneApplicationPage
x:Class="CodecUTApp.MainPage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:phone="clr-namespace:Microsoft.Phone.Controls;assembly=Microsoft.Phone"
xmlns:shell="clr-namespace:Microsoft.Phone.Shell;assembly=Microsoft.Phone"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
mc:Ignorable="d"
FontFamily="{StaticResource PhoneFontFamilyNormal}"
FontSize="{StaticResource PhoneFontSizeNormal}"
Foreground="{StaticResource PhoneForegroundBrush}"
SupportedOrientations="Portrait" Orientation="Portrait"
shell:SystemTray.IsVisible="True">
<!--LayoutRoot is the root grid where all page content is placed-->
<Grid x:Name="LayoutRoot" Background="Transparent">
<Grid.RowDefinitions>
<RowDefinition Height="Auto"/>
<RowDefinition Height="*"/>
</Grid.RowDefinitions>
<!-- LOCALIZATION NOTE:
To localize the displayed strings copy their values to appropriately named
keys in the app's neutral language resource file (AppResources.resx) then
replace the hard-coded text value between the attributes' quotation marks
with the binding clause whose path points to that string name.
For example:
Text="{Binding Path=LocalizedResources.ApplicationTitle, Source={StaticResource LocalizedStrings}}"
This binding points to the template's string resource named "ApplicationTitle".
Adding supported languages in the Project Properties tab will create a
new resx file per language that can carry the translated values of your
UI strings. The binding in these examples will cause the value of the
attributes to be drawn from the .resx file that matches the
CurrentUICulture of the app at run time.
-->
<!--TitlePanel contains the name of the application and page title-->
<StackPanel x:Name="TitlePanel" Grid.Row="0" Margin="12,17,0,28">
<TextBlock Text="MY APPLICATION" Style="{StaticResource PhoneTextNormalStyle}" Margin="12,0"/>
<TextBlock Text="page name" Margin="9,-7,0,0" Style="{StaticResource PhoneTextTitle1Style}"/>
</StackPanel>
<!--ContentPanel - place additional content here-->
<Grid x:Name="ContentPanel" Grid.Row="1" Margin="12,0,12,0">
<Button Content="CallUT" HorizontalAlignment="Left" Margin="125,10,0,0" VerticalAlignment="Top" Click="Button_Click"/>
<TextBox x:Name="UTInfo" HorizontalAlignment="Left" Height="170" Margin="44,87,0,0" TextWrapping="Wrap" VerticalAlignment="Top" Width="353" Text="Codec UT may take 10~30 minutes, please wait after click above button......"/>
</Grid>
<!--Uncomment to see an alignment grid to help ensure your controls are
aligned on common boundaries. The image has a top margin of -32px to
account for the System Tray. Set this to 0 (or remove the margin altogether)
if the System Tray is hidden.
Before shipping remove this XAML and the image itself.-->
<!--<Image Source="/Assets/AlignmentGrid.png" VerticalAlignment="Top" Height="800" Width="480" Margin="0,-32,0,0" Grid.Row="0" Grid.RowSpan="2" IsHitTestVisible="False" />-->
</Grid>
</phone:PhoneApplicationPage>

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@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Navigation;
using Microsoft.Phone.Controls;
using Microsoft.Phone.Shell;
using CodecUTApp.Resources;
using Codec_UT_RTComponent;
namespace CodecUTApp {
public partial class MainPage : PhoneApplicationPage {
// Constructor
bool bFlag;
CodecUTTest cCodecUTHandler;
public MainPage() {
InitializeComponent();
cCodecUTHandler = new CodecUTTest();
// Sample code to localize the ApplicationBar
//BuildLocalizedApplicationBar();
}
private void Button_Click (object sender, RoutedEventArgs e) {
int iRetVal = 0;
UTInfo.Text = "Running UT test cases! Please wait for 10~30 minutes ....";
iRetVal = cCodecUTHandler.TestAllCases();
if (0 == iRetVal) {
UTInfo.Text = "Passed! UT cases on windows phone have been completed!";
} else {
UTInfo.Text = "Failed! UT cases on windows phone have been completed!";
}
}
// Sample code for building a localized ApplicationBar
//private void BuildLocalizedApplicationBar()
//{
// // Set the page's ApplicationBar to a new instance of ApplicationBar.
// ApplicationBar = new ApplicationBar();
// // Create a new button and set the text value to the localized string from AppResources.
// ApplicationBarIconButton appBarButton = new ApplicationBarIconButton(new Uri("/Assets/AppBar/appbar.add.rest.png", UriKind.Relative));
// appBarButton.Text = AppResources.AppBarButtonText;
// ApplicationBar.Buttons.Add(appBarButton);
// // Create a new menu item with the localized string from AppResources.
// ApplicationBarMenuItem appBarMenuItem = new ApplicationBarMenuItem(AppResources.AppBarMenuItemText);
// ApplicationBar.MenuItems.Add(appBarMenuItem);
//}
}
}

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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:m3="http://schemas.microsoft.com/appx/2014/manifest" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest">
<Identity Name="3ca438e0-162b-4834-885a-a7f2d6817d91"
Publisher="CN=Openh264"
Version="1.0.0.0" />
<mp:PhoneIdentity PhoneProductId="37167e8c-fb5e-4000-b00b-99af2e01d9b7" PhonePublisherId="f32659ce-dc17-4ac4-869f-1bb44d5172c4"/>
<Properties>
<DisplayName>CodecUTApp</DisplayName>
<PublisherDisplayName>Openh264</PublisherDisplayName>
<Logo>Assets\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="x37167e8cyfb5ey4000yb00by99af2e01d9b7x"
Executable="AGHost.exe"
EntryPoint="MainPage.xaml">
<m3:VisualElements
DisplayName="CodecUTApp"
Square150x150Logo="Assets\SquareTile150x150.png"
Square44x44Logo="Assets\Logo.png"
Description="CodecUTApp"
ForegroundText="light"
BackgroundColor="#464646">
<m3:DefaultTile Square71x71Logo="Assets\SquareTile71x71.png"/>
<m3:SplashScreen Image="Assets\Splashscreen.png" />
</m3:VisualElements>
<Extensions>
<Extension Category="windows.backgroundTasks" EntryPoint="AgHost.BackgroundTask">
<BackgroundTasks>
<Task Type="systemEvent" />
</BackgroundTasks>
</Extension>
</Extensions>
</Application>
</Applications>
<Capabilities>
</Capabilities>
<Extensions>
<Extension Category="windows.activatableClass.inProcessServer">
<InProcessServer>
<Path>AgHostSvcs.dll</Path>
<ActivatableClass ActivatableClassId="AgHost.BackgroundTask" ThreadingModel="both" />
</InProcessServer>
</Extension>
</Extensions>
</Package>

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@ -0,0 +1,6 @@
<Deployment xmlns="http://schemas.microsoft.com/client/2007/deployment"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
>
<Deployment.Parts>
</Deployment.Parts>
</Deployment>

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@ -0,0 +1,37 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Resources;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle ("CodecUTApp")]
[assembly: AssemblyDescription ("")]
[assembly: AssemblyConfiguration ("")]
[assembly: AssemblyCompany ("")]
[assembly: AssemblyProduct ("CodecUTApp")]
[assembly: AssemblyCopyright ("Copyright © 2015")]
[assembly: AssemblyTrademark ("")]
[assembly: AssemblyCulture ("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible (false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid ("6b799033-89d8-47e3-ba34-548e72976b1c")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion ("1.0.0.0")]
[assembly: AssemblyFileVersion ("1.0.0.0")]
[assembly: NeutralResourcesLanguageAttribute ("en-US")]

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<?xml version="1.0" encoding="utf-8"?>
<Deployment xmlns="http://schemas.microsoft.com/windowsphone/2014/deployment" AppPlatformVersion="8.1">
<DefaultLanguage xmlns="" code="en-US" />
<App xmlns="" ProductID="{37167e8c-fb5e-4000-b00b-99af2e01d9b7}" Title="CodecUTApp" RuntimeType="Silverlight" Version="1.0.0.0" Genre="apps.normal" Author="CodecUTApp author" Description="Sample description" Publisher="CodecUTApp" PublisherID="{f32659ce-dc17-4ac4-869f-1bb44d5172c4}">
<IconPath IsRelative="true" IsResource="false">Assets\ApplicationIcon.png</IconPath>
<Capabilities>
<Capability Name="ID_CAP_NETWORKING" />
<Capability Name="ID_CAP_MEDIALIB_AUDIO" />
<Capability Name="ID_CAP_MEDIALIB_PLAYBACK" />
<Capability Name="ID_CAP_SENSORS" />
<Capability Name="ID_CAP_WEBBROWSERCOMPONENT" />
</Capabilities>
<Tasks>
<DefaultTask Name="_default" NavigationPage="MainPage.xaml" />
</Tasks>
<Tokens>
<PrimaryToken TokenID="CodecUTAppToken" TaskName="_default">
<TemplateFlip>
<SmallImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileSmall.png</SmallImageURI>
<Count>0</Count>
<BackgroundImageURI IsRelative="true" IsResource="false">Assets\Tiles\FlipCycleTileMedium.png</BackgroundImageURI>
<Title>CodecUTApp</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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@ -0,0 +1,110 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace CodecUTApp.Resources {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute ("System.Resources.Tools.StronglyTypedResourceBuilder",
"4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class AppResources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute ("Microsoft.Performance",
"CA1811:AvoidUncalledPrivateCode")]
internal AppResources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute (global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals (resourceMan, null)) {
global::System.Resources.ResourceManager temp = new
global::System.Resources.ResourceManager ("CodecUTApp.Resources.AppResources", typeof (AppResources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute (global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
} set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized string similar to add.
/// </summary>
public static string AppBarButtonText {
get {
return ResourceManager.GetString ("AppBarButtonText", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Menu Item.
/// </summary>
public static string AppBarMenuItemText {
get {
return ResourceManager.GetString ("AppBarMenuItemText", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to MY APPLICATION.
/// </summary>
public static string ApplicationTitle {
get {
return ResourceManager.GetString ("ApplicationTitle", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to LeftToRight.
/// </summary>
public static string ResourceFlowDirection {
get {
return ResourceManager.GetString ("ResourceFlowDirection", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to en-US.
/// </summary>
public static string ResourceLanguage {
get {
return ResourceManager.GetString ("ResourceLanguage", resourceCulture);
}
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="ResourceFlowDirection" xml:space="preserve">
<value>LeftToRight</value>
<comment>Controls the FlowDirection for all elements in the RootFrame. Set to the traditional direction of this resource file's language</comment>
</data>
<data name="ResourceLanguage" xml:space="preserve">
<value>en-US</value>
<comment>Controls the Language and ensures that the font for all elements in the RootFrame aligns with the app's language. Set to the language code of this resource file's language.</comment>
</data>
<data name="ApplicationTitle" xml:space="preserve">
<value>MY APPLICATION</value>
</data>
<data name="AppBarButtonText" xml:space="preserve">
<value>add</value>
</data>
<data name="AppBarMenuItemText" xml:space="preserve">
<value>Menu Item</value>
</data>
</root>

View File

@ -0,0 +1,64 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.31101.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CodecUTApp", "CodecUTApp\CodecUTApp.csproj", "{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Codec_UT_RTComponent", "Codec_UT_RTComponent.vcxproj", "{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|ARM = Debug|ARM
Debug|Win32 = Debug|Win32
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|ARM = Release|ARM
Release|Win32 = Release|Win32
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|ARM.ActiveCfg = Debug|ARM
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|ARM.Build.0 = Debug|ARM
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|ARM.Deploy.0 = Debug|ARM
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|Win32.ActiveCfg = Debug|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|Win32.Build.0 = Debug|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|Win32.Deploy.0 = Debug|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|x86.ActiveCfg = Debug|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|x86.Build.0 = Debug|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Debug|x86.Deploy.0 = Debug|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|Any CPU.Build.0 = Release|Any CPU
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|Any CPU.Deploy.0 = Release|Any CPU
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|ARM.ActiveCfg = Release|ARM
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|ARM.Build.0 = Release|ARM
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|ARM.Deploy.0 = Release|ARM
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|Win32.ActiveCfg = Release|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|Win32.Build.0 = Release|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|Win32.Deploy.0 = Release|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|x86.ActiveCfg = Release|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|x86.Build.0 = Release|x86
{37167E8C-FB5E-4000-B00B-99AF2E01D9B7}.Release|x86.Deploy.0 = Release|x86
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|Any CPU.ActiveCfg = Debug|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|ARM.ActiveCfg = Debug|ARM
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|ARM.Build.0 = Debug|ARM
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|Win32.ActiveCfg = Debug|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|Win32.Build.0 = Debug|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|x86.ActiveCfg = Debug|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Debug|x86.Build.0 = Debug|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|Any CPU.ActiveCfg = Release|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|ARM.ActiveCfg = Release|ARM
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|ARM.Build.0 = Release|ARM
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|Win32.ActiveCfg = Release|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|Win32.Build.0 = Release|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|x86.ActiveCfg = Release|Win32
{42F6EC7E-6271-448C-9DF6-1C3D33AC2611}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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// Codec_UT_RTComponent.cpp
#include <windows.h>
#include <iostream>
#include "Codec_UT_RTComponent.h"
using namespace Codec_UT_RTComponent;
using namespace Platform;
using namespace Windows;
using namespace Windows::Storage;
typedef int (*pfTestAllCases) (int argc, char** argv);
CodecUTTest::CodecUTTest() {
}
int CodecUTTest::TestAllCases() {
int argc = 2;
int iRet = 0;
char* argv[6];
HMODULE phTestCasesDllHandler = NULL;
pfTestAllCases pUTHandler = NULL;
LPCWSTR cTestCasesDllDLLName = L"ut.dll";
// output xml file location
char OutputPath[256] = { 0 };
Windows::Storage::StorageFolder^ OutputLocation;
Platform::String^ OutputLocationPath;
OutputLocation = ApplicationData::Current->LocalFolder;
OutputLocationPath = Platform::String::Concat (OutputLocation->Path, "\\Shared\\");
const wchar_t* pWcharOutputFile = OutputLocationPath->Data();
int size = wcslen (pWcharOutputFile);
OutputPath[size] = 0;
for (int y = 0; y < size; y++) {
OutputPath[y] = (char)pWcharOutputFile[y];
}
// load dynamic library
phTestCasesDllHandler = LoadPackagedLibrary (cTestCasesDllDLLName, 0);
DWORD dw = GetLastError();
if (NULL == phTestCasesDllHandler) {
std::cout << "failed to load dll,error code is : " << dw << std::endl;
return 1;
}
pUTHandler = (pfTestAllCases)GetProcAddress (phTestCasesDllHandler, "CodecUtMain");
if (NULL == pUTHandler) {
std::cout << "failed to load function" << std::endl;
return 2;
}
// test all cases
argv[0] = "CodecUTAPP";
argv[1] = OutputPath;
argc = 2;
iRet = pUTHandler(argc, argv);
return iRet;
}

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#pragma once
namespace Codec_UT_RTComponent {
public ref class CodecUTTest sealed {
public:
CodecUTTest();
int TestAllCases();
};
}

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM">
<Configuration>Debug</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM">
<Configuration>Release</Configuration>
<Platform>ARM</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{42f6ec7e-6271-448c-9df6-1c3d33ac2611}</ProjectGuid>
<RootNamespace>Codec_UT_RTComponent</RootNamespace>
<DefaultLanguage>en-US</DefaultLanguage>
<MinimumVisualStudioVersion>12.0</MinimumVisualStudioVersion>
<WinMDAssembly>true</WinMDAssembly>
<ApplicationType>Windows Phone Silverlight</ApplicationType>
<ApplicationTypeRevision>8.1</ApplicationTypeRevision>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<PlatformToolset>v120</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<GenerateManifest>false</GenerateManifest>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<OutDir>.\..\..\..\..\bin\$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<OutDir>.\..\..\..\..\bin\$(Platform)\$(Configuration)\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<IgnoreSpecificDefaultLibraries>ole32.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<GenerateWindowsMetadata>true</GenerateWindowsMetadata>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<IgnoreSpecificDefaultLibraries>ole32.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<GenerateWindowsMetadata>true</GenerateWindowsMetadata>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<IgnoreSpecificDefaultLibraries>ole32.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<GenerateWindowsMetadata>true</GenerateWindowsMetadata>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<ClCompile>
<PreprocessorDefinitions>_WINRT_DLL;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalUsingDirectories>$(WindowsSDK_MetadataPath);$(AdditionalUsingDirectories)</AdditionalUsingDirectories>
<CompileAsWinRT>true</CompileAsWinRT>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<IgnoreSpecificDefaultLibraries>ole32.lib;%(IgnoreSpecificDefaultLibraries)</IgnoreSpecificDefaultLibraries>
<GenerateWindowsMetadata>true</GenerateWindowsMetadata>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<Reference Include="platform.winmd">
<IsWinMDFile>true</IsWinMDFile>
<Private>false</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Codec_UT_RTComponent.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Codec_UT_RTComponent.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsPhone\v$(TargetPlatformVersion)\Microsoft.Cpp.WindowsPhone.$(TargetPlatformVersion).targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Resources">
<UniqueIdentifier>5fd0e509-b6ae-4f29-bd2a-4d2cc10f3aa0</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Codec_UT_RTComponent.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Codec_UT_RTComponent.h" />
</ItemGroup>
</Project>

2
ut.def Normal file
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EXPORTS
CodecUtMain