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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Paul C Skertich

Trouble when attaching Handle to Managed DLL HWND.

1 post in this topic

I took Kunos advice and started to create a Managed DLL file to put in C#. This is just a level editor, so seemed a better ideal. I did some research and a IntPtr is Handle for a windows form control. So, I'm trying to put the DirectX inside a Panel control. I tested out a test out DLL of just returning a string in the Managed DLL and it worked well in C#.

On additional notes, I tried to have it the OutputWindow as a IntPtr in C++ but insisted it has to be a HWND.

It may just be simple and I've over looked something.

Here's the Managed DLL compiled as Old Syntax CLI.

[CODE]
HWND InitD3D(HWND h)
{
_h = h;
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = _h; // the window to be used
scd.SampleDesc.Count = 1; // how many multisamples
scd.SampleDesc.Quality = 0; // multisample quality level
scd.Windowed = TRUE; // windowed/full-screen mode
[/CODE]

inside the private function I have the HWND _h;

I was thinking, well okay maybe it needs to return the handle. So perhaps, it needs to set it which I thought it was doing it.

Inside the C# Form1_Load I have this snipplet.

[CODE]
SICGames.Engine SE = new SICGames.Engine();
IntPtr _DXView = panel1.Handle;
SE.InitD3D(_DXView);
[/CODE]

I know that the Overloaded Method Match is because the arguments don't match. If there is a work around or possible a small tiny mistake I'm doign that can pointed out that would be awesome. A IntPtr should be fine with HWND, right? Thanks everyone!
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