• <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
            <2025年7月>
            293012345
            6789101112
            13141516171819
            20212223242526
            272829303112
            3456789


            子曾經曰過: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 - 915232
            • 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
                 
                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 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)    多線程調試 DLL (/MDd)


            posted on 2008-11-26 23:35 七星重劍 閱讀(1224) 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  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉動的三角形 2008-11-28 14:21 七星重劍
            這種方式是最好的?
              回復  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉動的三角形 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  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉動的三角形 2010-04-19 15:55 七星重劍
            現在見到這種方式,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內容。  回復  更多評論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉動的三角形 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  更多評論
              
            99久久99这里只有免费的精品| 一本久道久久综合狠狠躁AV| 一本一道久久a久久精品综合| 国产成人AV综合久久| 日本高清无卡码一区二区久久| 偷窥少妇久久久久久久久| 久久中文字幕人妻熟av女| avtt天堂网久久精品| 久久综合视频网站| 波多野结衣AV无码久久一区| 久久久91精品国产一区二区三区| 久久夜色精品国产亚洲av| 无码精品久久久久久人妻中字| 韩国免费A级毛片久久| 久久久受www免费人成| 久久精品中文无码资源站| 久久久久国色AV免费看图片| 亚洲精品tv久久久久久久久| 国产高潮久久免费观看| 国内精品伊人久久久久av一坑 | 91精品国产色综久久| 亚洲国产综合久久天堂| 亚洲一本综合久久| 伊人久久大香线蕉av不变影院| 久久国产精品视频| 日韩亚洲欧美久久久www综合网| 久久久久久久97| 亚洲日本久久久午夜精品| 国产毛片久久久久久国产毛片 | 色婷婷久久综合中文久久蜜桃av| 香蕉aa三级久久毛片| 久久亚洲国产成人精品无码区| 国产成人无码精品久久久免费 | 久久国产色av免费看| 久久国产一片免费观看| 国产高潮国产高潮久久久91 | 久久99精品久久久久久9蜜桃| 好属妞这里只有精品久久| 国产精品久久久久影视不卡| 97久久超碰国产精品旧版| 久久久久无码精品国产|