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类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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}
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;
}