• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            隨筆 - 505  文章 - 1034  trackbacks - 0
            <2008年4月>
            303112345
            6789101112
            13141516171819
            20212223242526
            27282930123
            45678910


            子曾經(jīng)曰過:編程無他,唯手熟爾!

            常用鏈接

            留言簿(94)

            隨筆分類(649)

            隨筆檔案(505)

            相冊

            BCB

            Crytek

            • crymod
            • Crytek's Offical Modding Portal

            Game Industry

            OGRE

            other

            Programmers

            Qt

            WOW Stuff

            搜索

            •  

            積分與排名

            • 積分 - 914448
            • 排名 - 14

            最新隨筆

            最新評論

            閱讀排行榜

            評論排行榜

            索性這幾個UI庫都試試 ^_^

            截圖


            重點
             1)取得句柄
                  
            pSystem->InitD3D((HWND)this->Handle.ToPointer());

             2)刷新畫面也跟Qt一樣靠定時器:拖個Timer(注意:默認(rèn)是Enabled:false,改成true),雙擊下,改下面的函數(shù)
                 
                private: System::Void timerRender_Tick(System::Object^  sender, System::EventArgs^  e) {
                             
            if (pSystem)
                             {
                                 pSystem
            ->Render();
                             }
                         }

                   本來我是打Run的主意的
            Application::Run(gcnew MainForm());
            寫個類繼承自Application,然后override這個Run,在其中調(diào)用Render(),試了下,編譯出錯
            錯誤    1    error C3246: “EditorApplication”: 無法從“System::Windows::Forms::Application”繼承,因為它已被聲明為“sealed”    f:\Practise\Practise_2005\WorldEditor\WorldEditor.cpp    9    
            Application類不能被繼承!!!

            看了下xoyojank寫的 原創(chuàng) DirectX in C++/CLI ,也用定時器好了。

            3)項目配置: 公共語言運行庫支持(/clr)    多線程調(diào)試 DLL (/MDd)


            posted on 2008-11-26 23:35 七星重劍 閱讀(1223) 評論(6)  編輯 收藏 引用 所屬分類: PL--c/c++Game GraphicsIDE -- visual c++

            FeedBack:
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動的三角形 2008-11-27 21:39 xoyojank
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動的三角形 2008-11-28 14:20 七星重劍
             
            protected override void WndProc(ref Message m)

            {

               
            if (m.Msg == 0x000F)

               {

                  Frame();

                  
            this.Invalidate();

               }

               
            else

                  
            base.WndProc(ref m);

            }

             
            [DllImport("user32.dll")]

            public static extern int SendNotifyMessage(IntPtr hWnd, int Msg, IntPtr wParam, IntPtr lParam); 



            protected override void WndProc(ref Message m)

            {

            if (m.Msg == 0x000F)

            {

               Frame();

               SendNotifyMessage(
            this.Handle, 0x000F, IntPtr.Zero, IntPtr.Zero);

            }

            else

               
            base.WndProc(ref m);

            }

              回復(fù)  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動的三角形 2008-11-28 14:21 七星重劍
            這種方式是最好的?
              回復(fù)  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動的三角形 2010-04-19 15:46 七星重劍
            http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx

            My last post on render loops (hopefully)..
            The most common topic on my blog returns again. This time it will be brief as all I'm going to to do now is show you the render loop the June'05 SDK will be using. A coworker in another group came up with this markedly simple, yet deceptively effective loop for that groups projects. I liked it so much, i'm sharing it with everyone else. =)

            The basic loop (slightly modified from his original version and the version in the new SDK for ease of reading):

            public void MainLoop()
            {
            // Hook the application's idle event
            System.Windows.Forms.Application.Idle += new EventHandler(OnApplicationIdle);
            System.Windows.Forms.Application.Run(myForm);
            }

            private void OnApplicationIdle(object sender, EventArgs e)
            {
            while (AppStillIdle)
            {
            // Render a frame during idle time (no messages are waiting)
            UpdateEnvironment();
            Render3DEnvironment();
            }
            }

            private bool AppStillIdle
            {
            get
            {
            NativeMethods.Message msg;
            return !NativeMethods.PeekMessage(out msg, IntPtr.Zero, 0, 0, 0);
            }
            }


            And the declarations for those two native methods members:

            [StructLayout(LayoutKind.Sequential)]
            public struct Message
            {
            public IntPtr hWnd;
            public WindowMessage msg;
            public IntPtr wParam;
            public IntPtr lParam;
            public uint time;
            public System.Drawing.Point p;
            }

            [System.Security.SuppressUnmanagedCodeSecurity] // We won't use this maliciously
            [DllImport("User32.dll", CharSet=CharSet.Auto)]
            public static extern bool PeekMessage(out Message msg, IntPtr hWnd, uint messageFilterMin, uint messageFilterMax, uint flags);


            ------

            Simple, elegant, effective. No extra allocations, no extra collections, it just works.. The Idle event fires when there's no messages in the queue, and then the handler keeps looping continuously until a message does appear, in which case it stops.. Once all the messages are handled, the idle event is fired again, and the process starts over.

              回復(fù)  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動的三角形 2010-04-19 15:55 七星重劍
            現(xiàn)在見到這種方式,把控件invalidate了讓其重新繪制。

            Application.Idle += new EventHandler(form.Application_Idle);
            Application.Run(form);

            Invalidator.Shutdown();
            MFramework.Shutdown();
            }

            private void Application_Idle(object sender, EventArgs e)
            {
            if (this.Visible &&
            this.WindowState != FormWindowState.Minimized &&
            Form.ActiveForm == this)
            {
            Invalidator.Instance.Update(true);
            }
            }

            在控件的protected override void OnPaint(PaintEventArgs e)里繪制3D內(nèi)容。  回復(fù)  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動的三角形 2010-10-31 18:42 funcman
            Void OnIdle(Object^ sender, EventArgs^ e) {
            MSG msg;
            while( !PeekMessage(&msg, 0, 0, 0, 0) ) {
            Render();
            }
            }

            //...

            int main(array<System::String^>^ args) {
            //...

            EventHandler^ idle = gcnew EventHandler(OnIdle);
            Application::Idle += idle;
            Application::Run(gcnew MainForm());
            Application::Idle -= idle;

            return 0;
            }  回復(fù)  更多評論
              
            亚洲国产另类久久久精品| 久久99热国产这有精品| 亚洲国产成人久久综合碰| 欧美大战日韩91综合一区婷婷久久青草| 久久久久国产精品三级网| 久久精品国产亚洲av麻豆蜜芽| 69久久夜色精品国产69| 国产精品99久久久久久猫咪 | 亚洲狠狠婷婷综合久久久久| 久久66热人妻偷产精品9| 久久影视国产亚洲| 狠狠狠色丁香婷婷综合久久五月| 亚洲精品tv久久久久| 色综合合久久天天综合绕视看| 波多野结衣久久一区二区 | 欧美久久综合性欧美| 久久精品aⅴ无码中文字字幕不卡| 久久综合久久综合久久| 久久久久久久久无码精品亚洲日韩 | 久久国产色AV免费看| 亚洲欧美另类日本久久国产真实乱对白| 久久久久久亚洲Av无码精品专口 | 久久91精品国产91久久小草| 日本五月天婷久久网站| 久久久久亚洲爆乳少妇无| 久久99精品国产麻豆蜜芽| 久久精品国产亚洲沈樵| 国产精品九九九久久九九| 久久久女人与动物群交毛片 | 国内精品久久久久久99蜜桃| 久久午夜夜伦鲁鲁片免费无码影视| 久久午夜综合久久| 久久中文字幕视频、最近更新| 久久精品中文字幕有码| 久久久久九九精品影院| 精品久久久久久无码人妻热| 国产精品无码久久四虎| 色悠久久久久久久综合网| 欧美精品丝袜久久久中文字幕 | 国产亚洲婷婷香蕉久久精品| 久久99国产综合精品免费|