• <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
            <2015年12月>
            293012345
            6789101112
            13141516171819
            20212223242526
            272829303112
            3456789


            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 - 915332
            • 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(1226) 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
              
            欧美精品福利视频一区二区三区久久久精品| 日韩欧美亚洲综合久久 | 国产成人久久久精品二区三区| 久久亚洲欧美国产精品| 99久久国语露脸精品国产| 亚洲国产精品久久| 精品伊人久久久| 色婷婷久久综合中文久久蜜桃av| 久久99精品久久久久久动态图| 久久99国产一区二区三区| 久久噜噜久久久精品66| 亚洲精品国产美女久久久| 九九热久久免费视频| 色88久久久久高潮综合影院| 99久久婷婷国产综合精品草原| 99久久香蕉国产线看观香| av午夜福利一片免费看久久| 亚洲精品视频久久久| 久久精品国产99国产精偷| 波多野结衣久久| 久久久免费观成人影院| 国产精品一区二区久久国产| 精品久久久久久久国产潘金莲| 99久久精品九九亚洲精品| 午夜欧美精品久久久久久久| 久久亚洲国产成人精品无码区| 欧美伊香蕉久久综合类网站| 精品久久久无码21p发布| 久久久久久一区国产精品| 97精品国产91久久久久久| 伊人久久大香线蕉综合Av | 久久伊人色| 久久精品中文字幕一区| 久久精品免费一区二区三区| 人妻无码αv中文字幕久久琪琪布| 一本久道久久综合狠狠躁AV| 草草久久久无码国产专区| 亚洲一区二区三区日本久久九| 成人久久精品一区二区三区| 久久久久亚洲av无码专区喷水| 亚洲国产欧美国产综合久久|