XNA perfect in WinForms

Plan1:
Step1:Creat a new winform

public class Form1 : Form
    {
   public Form1()
        {

            System.Windows.Forms.

            SetStyle(ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint |

ControlStyles.Opaque, true);
            UpdateStyles();
            // handle the resize here because the XNA one is totally busted:
            this.ClientSizeChanged += Form1_ClientSizeChanged;
            game.FpsUpdated += new FpsDelegate(game_FpsUpdated);
            Form form = Form.FromHandle(game.Window.Handle) as Form;
            bool wannaGoSlow = true;
            if (wannaGoSlow)
            {
               form.FormBorderStyle = FormBorderStyle.None;
                form.Dock = DockStyle.Fill;
                form.TopLevel = false;
                form.Parent = this;
                Controls.Add(form);
            }
            form.Visible = true;
            Application.Idle += Application_Idle;
        }
        void Form1_ClientSizeChanged(object sender, EventArgs e)
        {
            if (game != null)
                game.SetAspectRatio(Width, Height);
        }
        void game_FpsUpdated(Game sender, int fps)
        {
            Text = "FPS: " + fps.ToString();
        }
        void Application_Idle(object sender, EventArgs e)
        //void Application_Idle()
        {
            
            while (AppStillIdle())
            {
                game.Tick();
            }
        }
        private bool AppStillIdle()
        {
            NativeMethods.Message msg;
            return !NativeMethods.PeekMessage(out msg, Handle, 0, 0, 0);
            // not sure if that should be IntPtr.Zero or Handle or game.Window.Handle
        }
        /// <summary>
        /// Required designer variable.
        /// </summary>
        private System.ComponentModel.IContainer components = null;
        /// <summary>
        /// Clean up any resources being used.
        /// </summary>
        /// <param name="disposing">true if managed resources should be disposed; otherwise,

false.</param>
        protected override void Dispose(bool disposing)
        {
            Application.Idle -= Application_Idle;
            this.ClientSizeChanged -= Form1_ClientSizeChanged;
            game.Dispose();
            if (disposing && (components != null))
            {
                components.Dispose();
            }
            base.Dispose(disposing);
        }
    }
    public delegate void FpsDelegate(Microsoft.Xna.Framework.Game sender, int fps);

step2:
override base game class
/// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;
        public Game1()
            : base()
        {
            IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);
            graphics.SynchronizeWithVerticalRetrace = false;
            graphics.ApplyChanges();
            content = new ContentManager(Services);
            // we're going to cut all the init from the run code and put it here:
            IGraphicsDeviceManager graphicsDeviceManager = this.Services.GetService(typeof

(IGraphicsDeviceManager)) as IGraphicsDeviceManager;
            if (graphicsDeviceManager != null) // should have been added by new

GraphicsDeviceManager
            {
                graphicsDeviceManager.CreateDevice();
                // base BeginDraw relies on this next line; see MS Feedback item 277959
                this.GetType().BaseType.GetField("graphicsDeviceManager",

System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).SetValue

(this, graphicsDeviceManager);
            }
          
            Initialize();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
            this.BeginRun();
            // gameTime should be protected, not private: see MS Feedback item 277969
            GameTime gt = this.GetType().BaseType.GetField("gameTime",

System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).GetValue

(this) as GameTime;
            this.Update(gt);
            // doneFirstUpdate should be set in base.Update(): see MS Feedback item 277975
            this.GetType().BaseType.GetField("doneFirstUpdate",

System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic).SetValue

(this, true);
        }
        protected override void Dispose(bool disposing)
        {
            this.EndRun();
            base.Dispose(disposing);
        }
      
        //3d model to draw
        //Model myModel;
        /// <summary>
        /// Load your graphics content.  If loadAllContent is true, you should
        /// load content from both ResourceManagementMode pools.  Otherwise, just
        /// load ResourceManagementMode.Manual content.
        /// </summary>
        /// <param name="loadAllContent">Which type of content to load.</param>
        protected override void LoadGraphicsContent(bool loadAllContent)
        {
            base.LoadGraphicsContent(loadAllContent);
            //if (loadAllContent)
            //    myModel = content.Load<Model>("Content//Models//p1_wedge");
        }
        /// <summary>
        /// Unload your graphics content.  If unloadAllContent is true, you should
        /// unload content from both ResourceManagementMode pools.  Otherwise, just
        /// unload ResourceManagementMode.Manual content.  Manual content will get
        /// Disposed by the GraphicsDevice during a Reset.
        /// </summary>
        /// <param name="unloadAllContent">Which type of content to unload.</param>
        protected override void UnloadGraphicsContent(bool unloadAllContent)
        {
            if (unloadAllContent == true)
                content.Unload();
        }
        //time since last FPS update in seconds
        double deltaFPSTime = 0;
        int fps = 0;
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back ==

Microsoft.Xna.Framework.Input.ButtonState.Pressed)
               this.Exit();

            // The time since Update was called last
            double elapsed = gameTime.ElapsedGameTime.TotalSeconds;
            deltaFPSTime += elapsed;
            if (deltaFPSTime > 1)
            {
                if (FpsUpdated != null)
                    FpsUpdated(this, fps);
                deltaFPSTime -= 1;
                fps = 0;
            }
            modelRotation += (float)gameTime.ElapsedGameTime.TotalMilliseconds *

MathHelper.ToRadians(0.1f);
            base.Update(gameTime);
            if (System.Windows.Forms.Control.FromHandle

(graphics.GraphicsDevice.PresentationParameters.DeviceWindowHandle) == null)
            {
                this.Exit();
            }
        }
        public event FpsDelegate FpsUpdated;
        //Position of the model in world space, and rotation
        Vector3 modelPosition = Vector3.Zero;
        float modelRotation = 0.0f;
        //Position of the Camera in world space, for our view matrix
        Vector3 cameraPosition = new Vector3(0.0f, 50.0f, 5000.0f);

        private float aspectRatio = 1;
        public void SetAspectRatio(int width, int height)
        {
            graphics.PreferredBackBufferWidth = width;
            graphics.PreferredBackBufferHeight = height;
            aspectRatio = (float)width / (float)height;
            graphics.GraphicsDevice.Reset();
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            fps++;
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
            //Copy any parent transforms
            //Matrix[] transforms = new Matrix[myModel.Bones.Count];
            //myModel.CopyAbsoluteBoneTransformsTo(transforms);
            ////Draw the model, a model can have multiple meshes, so loop
            //foreach (ModelMesh mesh in myModel.Meshes)
            //{
            //    //This is where the mesh orientation is set, as well as our camera and

projection
            //    foreach (BasicEffect effect in mesh.Effects)
            //    {
            //        effect.EnableDefaultLighting();
            //        effect.World = transforms[mesh.ParentBone.Index] *

Matrix.CreateRotationY(modelRotation)
            //            * Matrix.CreateTranslation(modelPosition);
            //        effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero,

Vector3.Up);
            //        effect.Projection = Matrix.CreatePerspectiveFieldOfView

(MathHelper.ToRadians(45.0f),
            //            aspectRatio, 1.0f, 10000.0f);
            //    }
            //    //Draw the mesh, will use the effects set above.
            //    mesh.Draw();
            //}
            base.Draw(gameTime);
        }
    }
    public static class NativeMethods
    {
        [StructLayout(LayoutKind.Sequential)]
        public struct Message
        {
            public IntPtr hWnd;
            public UInt32 msg;
            public IntPtr wParam;
            public IntPtr lParam;
            public UInt32 time;
            public Point p;
        }
        [SuppressUnmanagedCodeSecurity] // We won't use this maliciously
        [DllImport("User32.dll", CharSet = CharSet.Auto)]
        public static extern bool PeekMessage(out Message msg, IntPtr hWnd, uint

messageFilterMin, uint messageFilterMax, uint flags);
    }
}
Step3:
Type follow Code In Program.cs
static void Main(string[] args)
        {
            Application.EnableVisualStyles(); // must be done before creating any forms
            Application.SetCompatibleTextRenderingDefault(false); // must be done before

creating any forms
            Application.Run(new Form1());
}

簡述:
優點 分步啓動XNA 完全模擬XNA的啓動過程,包括加載資源,初始化==
缺點 加載過程過於複雜(相對於Game.Run()來說),運行後FPS不高,正常XNA在windows Mode 下FPS爲60,而現

在只有40-43左右
Plan2:
Step1: Create a Normal Winform
namespace StarterGame
{

    public class WinFrom : Form
    {
        private testTextBox testTextBox1;
        private Panel panel1;
        private Panel panel2;
        private TextBox textBox1;
        Microsoft.Xna.Framework.Game1 game;
        public WinFrom(Microsoft.Xna.Framework.Game1 _game)
        {
            CheckForIllegalCrossThreadCalls = false;
            game = _game;
            InitializeComponent();
            this.Disposed += new EventHandler(WinFrom_Disposed);
            SetStyle(ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
            UpdateStyles();
            this.WindowState = FormWindowState.Minimized;
        }
        void WinFrom_Disposed(object sender, EventArgs e)
        {
            game.Exit();
        }
        private void InitializeComponent()
        {
            //
            // WinFrom
            //
            this.ClientSize = new System.Drawing.Size(1016, 741);
            this.Name = "WinFrom";
             this.ResumeLayout(false);
        }

    }
}

Step2:
Override Base Game Class
public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        ContentManager content;
        IntPtr _myhander;
        public Game1(IntPtr windowsptr)
            : base()
        {
            _myhander = windowsptr;
            IsMouseVisible = true;
            graphics = new GraphicsDeviceManager(this);
            graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
}
void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
        {
            e.GraphicsDeviceInformation.PresentationParameters.DeviceWindowHandle = _myhander;
        }
  protected override bool BeginDraw()
        {
            System.Windows.Forms.Control xnaWindow = System.Windows.Forms.Control.FromHandle((this.Window.Handle));
            ((System.Windows.Forms.Form)xnaWindow).Visible = false;
            return base.BeginDraw();
        }
}
Step3:
Type follow Code In Pragram.cs
        static void Main(string[] args)
        {

            Form1 form = new Form1();
            form.Show();
            using (Game1 game = new Game1(form.Handle))
            {
                          game.Run();
            }

        }
簡述:
優點:加載簡單,相對於Plan1,基本上使用Run(),不涉及Xna底層,可以保持XNA的FPS
缺點:啓動時有Xna的Form,需要在BeginDraw()中進行處理,會有啓動時閃一下的感覺

 
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