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C++ CD3DSettingsDlg::MsgProc方法代码示例

本文整理汇总了C++中CD3DSettingsDlg::MsgProc方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DSettingsDlg::MsgProc方法的具体用法?C++ CD3DSettingsDlg::MsgProc怎么用?C++ CD3DSettingsDlg::MsgProc使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CD3DSettingsDlg的用法示例。


在下文中一共展示了CD3DSettingsDlg::MsgProc方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: MsgProc

//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
  UNREFERENCED_PARAMETER(pUserContext);

  // Pass messages to dialog resource manager calls so GUI state is updated correctly
  *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
  if( *pbNoFurtherProcessing )
      return 0;
  
  // Pass messages to settings dialog if its active
  if( g_D3DSettingsDlg.IsActive() )
  {
      g_D3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
      return 0;
  }
  
  // Give the dialogs a chance to handle the message first
  *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
  if( *pbNoFurtherProcessing )
      return 0;
  *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
  if( *pbNoFurtherProcessing )
      return 0;
  
  // Pass all remaining windows messages to camera so it can respond to user input
  g_ViewerCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
  
  return 0;
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:33,代码来源:AdvancedLighting.cpp

示例2: MsgProc

//--------------------------------------------------------------------------------------
// Before handling window messages, DXUT passes incoming windows 
// messages to the application through this callback function. If the application sets 
// *pbNoFurtherProcessing to TRUE, then DXUT will not process this message.
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
    // Always allow dialog resource manager calls to handle global messages
    // so GUI state is updated correctly
    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;
    *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass all remaining windows messages to camera so it can respond to user input
    g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
    g_LightControl.HandleMessages( hWnd, uMsg, wParam, lParam );

    return 0;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:34,代码来源:LocalDeformablePRT.cpp

示例3: MsgProc

LRESULT CALLBACK MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* noFurtherProcessing,
                          void* userContext)
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *noFurtherProcessing = gDialogResourceManager.MsgProc(hWnd, uMsg, wParam, lParam );
    if (*noFurtherProcessing) {
        return 0;
    }

    // Pass messages to settings dialog if its active
    if (gD3DSettingsDlg.IsActive()) {
        gD3DSettingsDlg.MsgProc(hWnd, uMsg, wParam, lParam);
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    for (int i = 0; i < HUD_NUM; ++i) {
        *noFurtherProcessing = gHUD[i].MsgProc(hWnd, uMsg, wParam, lParam);
        if(*noFurtherProcessing) {
            return 0;
        }
    }

    // Pass all remaining windows messages to camera so it can respond to user input
    gViewerCamera.HandleMessages(hWnd, uMsg, wParam, lParam);

    return 0;
}
开发者ID:NickABoen,项目名称:Awe,代码行数:28,代码来源:main.cpp

示例4: MsgProc

// Handle messages to the application
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *pbNoFurtherProcessing = gDialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass messages to settings dialog if its active
    if( gD3DSettingsDlg.IsActive() )
    {
        gD3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = gHUD.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;
    *pbNoFurtherProcessing = gSampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    return 0;
}
开发者ID:Nuos,项目名称:ISPCTextureCompressor,代码行数:26,代码来源:main.cpp

示例5: MsgProc

//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass messages to settings dialog if its active
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;
    *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;


	// mouse handles
	switch( uMsg )
    {
		// pick
        case WM_LBUTTONDOWN:
        {
            // Capture the mouse, so if the mouse button is 
            // released outside the window, we'll get the WM_LBUTTONUP message
            
            return TRUE;
        }
		case WM_LBUTTONDBLCLK:
        {
			SetCapture( hWnd );
            break;
        }
		default:
		{
			ReleaseCapture();
			break;
		}
	}

    return 0;
}
开发者ID:m10914,项目名称:Sphere,代码行数:52,代码来源:SimpleSample.cpp

示例6: MsgProc

//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass messages to settings dialog if its active
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    return 0;
}
开发者ID:tpghks98,项目名称:VirusShot,代码行数:20,代码来源:Peanut.cpp

示例7: MsgProc

//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass messages to settings dialog if its active
    if( g_D3DSettingsDlg.IsActive() )
    {
        g_D3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;
    *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

	if( g_bShowLightUI )
	    *pbNoFurtherProcessing = g_CameraUI.MsgProc( hWnd, uMsg, wParam, lParam );

    // Pass all remaining windows messages to camera so it can respond to user input
    unsigned iTmp = g_SampleUI.GetCheckBox(IDC_BMOVECAMERA)->GetChecked();

    if ( iTmp ) // left button pressed
    {
		g_pCamManager->HandleMessages( hWnd, uMsg, wParam, lParam );
	}
	else{
		//light management
		for( int light_idx = 0; light_idx < 1/*NUM_LIGHT*/; ++ light_idx )
		{
			g_LCamera[light_idx].HandleMessages( hWnd, uMsg, wParam, lParam );
		}
	}

    return 0;
}
开发者ID:SenichiFSeiei,项目名称:oursavsm,代码行数:45,代码来源:SoftShadows.cpp

示例8: MsgProc

//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          bool* pbNoFurtherProcessing, void* pUserContext)
{
    // Always allow dialog resource manager calls to handle global messages
    // so GUI state is updated correctly
    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc(hWnd, uMsg, wParam, lParam);
    if (*pbNoFurtherProcessing)
    {
        return 0;
    }

    if (g_SettingsDlg.IsActive())
    {
        g_SettingsDlg.MsgProc(hWnd, uMsg, wParam, lParam);
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = g_HUD.MsgProc(hWnd, uMsg, wParam, lParam);
    if (*pbNoFurtherProcessing)
    {
        return 0;
    }

    // Pass all windows messages to camera so it can respond to user input
    if (g_UseOrbitalCamera)
    {
        g_OrbitalCamera.HandleMessages(hWnd, uMsg, wParam, lParam);
    }
    else
    {
        g_FirstPersonCamera.HandleMessages(hWnd, uMsg, wParam, lParam);
    }

    return 0;
}
开发者ID:151706061,项目名称:D3DSamples,代码行数:39,代码来源:DeinterleavedTexturing.cpp


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