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oozkar

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

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oozkar    100
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

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yewbie    677
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
[code]
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
}
[/code]

edit: here is my menu.rc

[code]//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
[/code]


Ends up looking like this:

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Flimflam    665
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.

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