• <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(cè)

            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 - 914927
            • 排名 - 14

            最新隨筆

            最新評(píng)論

            閱讀排行榜

            評(píng)論排行榜

            索性這幾個(gè)UI庫都試試 ^_^

            截圖


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

             2)刷新畫面也跟Qt一樣靠定時(shí)器:拖個(gè)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(gè)類繼承自Application,然后override這個(gè)Run,在其中調(diào)用Render(),試了下,編譯出錯(cuò)
            錯(cuò)誤    1    error C3246: “EditorApplication”: 無法從“System::Windows::Forms::Application”繼承,因?yàn)樗驯宦暶鳛?#8220;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(shí)器好了。

            3)項(xiàng)目配置: 公共語言運(yùn)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(1224) 評(píng)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(dòng)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(dòng)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(píng)論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動(dòng)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(píng)論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動(dòng)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(píng)論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動(dòng)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(píng)論
              
            # re: 每天30分鐘寫Editor--(2)在CLR窗口里用D3D畫轉(zhuǎn)動(dòng)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(píng)論
              
            久久精品国产2020| 色偷偷88888欧美精品久久久| 久久亚洲精品人成综合网| 亚洲午夜久久久久久久久久| 久久精品久久久久观看99水蜜桃 | 久久亚洲高清观看| 久久国产精品99久久久久久老狼| 97精品久久天干天天天按摩| 91精品国产综合久久香蕉| 久久亚洲色一区二区三区| 色妞色综合久久夜夜| 久久久久国产精品| 欧美伊人久久大香线蕉综合69| 91久久精品91久久性色| 久久久青草久久久青草| 亚洲精品无码久久不卡| 久久av高潮av无码av喷吹| 久久久久国产成人精品亚洲午夜| 热久久国产精品| 无码精品久久一区二区三区| 精品久久久久久亚洲精品| 热re99久久6国产精品免费| 精品免费久久久久国产一区| 日韩精品无码久久久久久| 亚洲精品国产自在久久| 成人精品一区二区久久久| 99久久精品午夜一区二区| 久久天天躁狠狠躁夜夜avapp| 精品久久久久久无码免费| 三上悠亚久久精品| 久久精品人妻中文系列| 噜噜噜色噜噜噜久久| 亚洲欧洲久久av| 久久久久亚洲精品中文字幕| 亚洲国产成人久久综合碰碰动漫3d | 囯产极品美女高潮无套久久久 | 2021国内精品久久久久久影院| 国产99久久久久久免费看 | 精品久久久久久国产| 欧美熟妇另类久久久久久不卡| 亚洲精品97久久中文字幕无码|