Jump to content
  • Advertisement
Sign in to follow this  
oozkar

OpenGL How use Direct3D in a winforms app with C++/CLI?

This topic is 2554 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi everyone i try to find in google but nothing about this
I want use directX in the windows forms. any idea?
To create a map editor with simple ui, because in win32 i have no idea to create toolbar for the window even i search in google but i cant find nothing. mainly i want use the OpenGL for windows forms but nothing

The idea is create a Canvas that support OpenGL and/or DirectX in both languages, C# and C++/CLI but i dont know how do it

Share this post


Link to post
Share on other sites
Advertisement
Here is how I created a windows toolbar
You need a bmp you have declared in a menu.rc file to reference to IDB_BITMAP1 my buttons in that bitmap were 15x15

HWND ToolBar = NULL;
void CreateToolWindow()
{
const int Numbuttons = 16;

TBBUTTON tbb[Numbuttons];
TBADDBITMAP tbab;



tbab.hInst = GetModuleHandle(0);
//tbab.nID = IDB_STD_SMALL_COLOR;
tbab.nID = IDB_BITMAP1;
ToolBar = CreateWindowEx(NULL,TOOLBARCLASSNAME, 0, WS_CHILD,0, 0, 0, 0,MyhWnd, reinterpret_cast<HMENU>(IDR_MENU1),GetModuleHandle(0), 0);


//eraser
tbb[0].iBitmap = 0;
tbb[0].idCommand = BUTTON1;
tbb[0].fsState = TBSTATE_ENABLED;
tbb[0].fsStyle = BTNS_BUTTON | BTNS_CHECKGROUP;
tbb[0].dwData = 0;
tbb[0].iString = 0;

//singlestamp
tbb[1].iBitmap = 3;
tbb[1].idCommand = BUTTON4;
tbb[1].fsState = TBSTATE_ENABLED;
tbb[1].fsStyle = BTNS_BUTTON | BTNS_CHECKGROUP;
tbb[1].dwData = 0;
tbb[1].iString = 0;

//multistamp
tbb[2].iBitmap = 4;
tbb[2].idCommand = BUTTON5;
tbb[2].fsState = TBSTATE_ENABLED;
tbb[2].fsStyle = BTNS_BUTTON | BTNS_CHECKGROUP;
tbb[2].dwData = 0;
tbb[2].iString = 0;

//dropper
tbb[3].iBitmap = 5;
tbb[3].idCommand = BUTTON6;
tbb[3].fsState = TBSTATE_ENABLED;
tbb[3].fsStyle = BTNS_BUTTON | BTNS_CHECKGROUP;
tbb[3].dwData = 0;
tbb[3].iString = 0;

//seperator//////////////////////////////////////////////////////////////////////////////////
tbb[4].iBitmap = 0;
tbb[4].idCommand = NULL;
tbb[4].fsState = TBSTATE_ENABLED;
tbb[4].fsStyle = BTNS_SEP;
tbb[4].dwData = 0;
tbb[4].iString = 0;

//layer -
tbb[5].iBitmap = 1;
tbb[5].idCommand = BUTTON2;
tbb[5].fsState = TBSTATE_ENABLED;
tbb[5].fsStyle = BTNS_BUTTON ;
tbb[5].dwData = 0;
tbb[5].iString = 0;

//layer +
tbb[6].iBitmap = 2;
tbb[6].idCommand =BUTTON3;
tbb[6].fsState = TBSTATE_ENABLED;
tbb[6].fsStyle = BTNS_BUTTON;
tbb[6].dwData = 0;
tbb[6].iString = 0;

//Brightness UP
tbb[7].iBitmap = 6;
tbb[7].idCommand = BUTTON7;
tbb[7].fsState = TBSTATE_ENABLED;
tbb[7].fsStyle = BTNS_BUTTON ;
tbb[7].dwData = 0;
tbb[7].iString = 0;

//Brightness DOWN
tbb[8].iBitmap = 7;
tbb[8].idCommand =BUTTON8;
tbb[8].fsState = TBSTATE_ENABLED;
tbb[8].fsStyle = BTNS_BUTTON;
tbb[8].dwData = 0;
tbb[8].iString = 0;

//seperator//////////////////////////////////////////////////////////////////////////////////
tbb[9].iBitmap = 0;
tbb[9].idCommand = NULL;
tbb[9].fsState = TBSTATE_ENABLED;
tbb[9].fsStyle = BTNS_SEP;
tbb[9].dwData = 0;
tbb[9].iString = 0;

//TILE Browser
tbb[10].iBitmap = 8;
tbb[10].idCommand =BUTTON9;
tbb[10].fsState = TBSTATE_ENABLED;
tbb[10].fsStyle = BTNS_BUTTON | BTNS_CHECKGROUP;
tbb[10].dwData = 0;
tbb[10].iString = 0;

//Object Browser
tbb[11].iBitmap = 9;
tbb[11].idCommand =BUTTON10;
tbb[11].fsState = TBSTATE_ENABLED;
tbb[11].fsStyle = BTNS_BUTTON | BTNS_CHECKGROUP;
tbb[11].dwData = 0;
tbb[11].iString = 0;

//Object Dialog
tbb[12].iBitmap = 10;
tbb[12].idCommand =BUTTON11;
tbb[12].fsState = TBSTATE_ENABLED;
tbb[12].fsStyle = BTNS_BUTTON;
tbb[12].dwData = 0;
tbb[12].iString = 0;

//NPC browser
tbb[13].iBitmap = 11;
tbb[13].idCommand =BUTTON12;
tbb[13].fsState = TBSTATE_ENABLED;
tbb[13].fsStyle = BTNS_BUTTON;
tbb[13].dwData = 0;
tbb[13].iString = 0;

//seperator//////////////////////////////////////////////////////////////////////////////////
tbb[14].iBitmap = 0;
tbb[14].idCommand = NULL;
tbb[14].fsState = TBSTATE_ENABLED;
tbb[14].fsStyle = BTNS_SEP;
tbb[14].dwData = 0;
tbb[14].iString = 0;

//Grid Turn on and off
tbb[15].iBitmap = 12;
tbb[15].idCommand =BUTTON13;
tbb[15].fsState = TBSTATE_ENABLED;
tbb[15].fsStyle = BTNS_BUTTON;
tbb[15].dwData = 0;
tbb[15].iString = 0;


HWND ToolWnd = GetDlgItem(MyhWnd, IDR_MENU1);


SendMessage(ToolWnd, TB_BUTTONSTRUCTSIZE, sizeof(TBBUTTON), 0); //setup size

if (SendMessage(ToolWnd, TB_ADDBITMAP, Numbuttons, reinterpret_cast<LPARAM>(&tbab)) == -1) //add our bimages
return ;

if (!SendMessage(ToolWnd, TB_ADDBUTTONS, Numbuttons, reinterpret_cast<LPARAM>(&tbb))) //add our buttons
return ;

SendMessage(ToolWnd, TB_AUTOSIZE, 0, 0); //auto resize

ShowWindow(ToolWnd, SW_SHOW); //show it
}


edit: here is my menu.rc

//Microsoft Developer Studio generated resource script.
//
#include "resource.h"

#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#include "windows.h"

/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS

/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources

#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32

#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//

1 TEXTINCLUDE MOVEABLE PURE
BEGIN
"resource.h\0"
END

2 TEXTINCLUDE MOVEABLE PURE
BEGIN
"#include ""afxres.h""\r\n"
"\0"
END

3 TEXTINCLUDE MOVEABLE PURE
BEGIN
"\r\n"
"\0"
END

#endif // APSTUDIO_INVOKED


/////////////////////////////////////////////////////////////////////////////
//
// Menu
//

IDR_MENU1 MENU
BEGIN
POPUP "Map"
BEGIN
MENUITEM "New", ID_FILE_NEW40001
MENUITEM "Load", ID_FILE_LOAD
MENUITEM "Save", ID_FILE_SAVE40007
MENUITEM "Save As", ID_FILE_SAVEAS40002
MENUITEM "Exit", ID_FILE_EXIT
END
POPUP "Tileset"
BEGIN
MENUITEM "ReLoad", ID_TILESET_LOAD
END
POPUP "Layer"
BEGIN
MENUITEM "Layer0", ID_LAYER0, CHECKED
MENUITEM "Layer1", ID_LAYER1, CHECKED
MENUITEM "Layer2", ID_LAYER2, CHECKED
MENUITEM "Layer3", ID_LAYER3, CHECKED
MENUITEM "Layer4", ID_LAYER4, CHECKED
END
END


/////////////////////////////////////////////////////////////////////////////
//
// Bitmap
//

IDB_BITMAP1 BITMAP "toolbar1.bmp"
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////



#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//


/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED



Ends up looking like this:

Share this post


Link to post
Share on other sites
If you're using C++/CLI, you can use WinForms to design your editors various dialogs instead of having to resort to mucking around in the Windows API.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!