我正在尝试处理正在调整大小的程序窗口,而我在下面拼凑的(我认为效率低下的)代码似乎可以解决问题。
有没有更好的方法来做到这一点,最好是在调整窗口大小时不会产生卡顿并且不会持续使用 12-17% 的 CPU 的方法?我还怀疑MessagePump.Run
可能会在再次完成设备设置之前以某种方式运行form.Resize
,并引发错误。
谢谢!
using System;
using System.Drawing;
using System.Windows.Forms;
using SlimDX;
using SlimDX.Direct3D9;
using SlimDX.Windows;
namespace SlimDX_1
{
struct Vertex
{
public Vector4 Position;
public int Color;
}
static class Program
{
private static VertexBuffer vertices;
private static Device device;
private static RenderForm form;
private static PresentParameters present;
private static VertexDeclaration vertexDecl;
private static VertexElement[] vertexElems;
private static bool wasMinimized = false;
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
form = new RenderForm("Tutorial 1: Basic Window");
init();
form.Resize += (o, e) =>
{
if (form.WindowState == FormWindowState.Minimized)
{
foreach (var item in ObjectTable.Objects)
{
item.Dispose();
}
wasMinimized = true;
}
else
{
foreach (var item in ObjectTable.Objects)
{
item.Dispose();
}
init();
device.SetRenderState(RenderState.FillMode, FillMode.Wireframe);
device.SetRenderState(RenderState.CullMode, Cull.None);
present.BackBufferHeight = form.ClientSize.Height;
present.BackBufferWidth = form.ClientSize.Width;
device.Reset(present);
}
};
MessagePump.Run(form, () =>
{
if (form.WindowState == FormWindowState.Minimized)
{
return;
}
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
device.BeginScene();
device.SetStreamSource(0, vertices, 0, 20); // 20 is the size of each vertex
device.VertexDeclaration = vertexDecl;
device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
device.EndScene();
device.Present();
});
foreach (var item in ObjectTable.Objects)
{
item.Dispose();
}
}
private static void init()
{
present = new PresentParameters();
//present.EnableAutoDepthStencil = false;
//present.BackBufferCount = 1;
//present.SwapEffect = SwapEffect.Discard;
present.Windowed = true;
present.BackBufferHeight = form.ClientSize.Height;
present.BackBufferWidth = form.ClientSize.Width;
//present.BackBufferFormat = Format.Unknown;
device = new Device(new Direct3D(), 0, DeviceType.Hardware, form.Handle, CreateFlags.HardwareVertexProcessing, present);
vertices = new VertexBuffer(device, 3 * 20, Usage.WriteOnly, VertexFormat.None, Pool.Managed);
vertices.Lock(0, 0, LockFlags.None).WriteRange(new Vertex[]
{
new Vertex() { Color = Color.Red.ToArgb(), Position = new Vector4(400.0f, 100.0f, 0.5f, 1.0f) },
new Vertex() { Color = Color.Blue.ToArgb(), Position = new Vector4(650.0f, 500.0f, 0.5f, 1.0f) },
new Vertex() { Color = Color.Green.ToArgb(), Position = new Vector4(150.0f, 500.0f, 0.5f, 1.0f) }
});
vertices.Unlock();
// specifies the layout of the vertexes
vertexElems = new VertexElement[]
{
new VertexElement(0, 0, DeclarationType.Float4, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0),
new VertexElement(0, 16, DeclarationType.Color, DeclarationMethod.Default, DeclarationUsage.Color, 0),
VertexElement.VertexDeclarationEnd
};
vertexDecl = new VertexDeclaration(device, vertexElems);
}
}
}