gpt4 book ai didi

c++ - 在 MFC 对话框和它自己的线程上的 OpenGL 控件之间传递消息

转载 作者:太空宇宙 更新时间:2023-11-04 13:20:12 25 4
gpt4 key购买 nike

我正在尝试将 OpenGL 控件添加到 MFC 对话框中。该对话框是从一个也运行 OpenGL 的窗口启动的……这使它变得复杂。由于一次只有一个 OpenGL 上下文可以在一个线程上运行,我要么必须拥有整个对话框,要么只拥有它自己的线程上的控件。我选择尝试后者,因为它会让我们项目中的其他对话框也更容易使用。

我对 MFC 的大部分了解都是参差不齐的,因为我一直在学习,所以如果我错过了重要的东西,我深表歉意。我真的可以使用一些 MFC 帮助来确定最佳的消息传递方式,或者从对话框中为控件设置属性。幸运的是,我似乎有一些工作。

我只是将 OnSize 用作示例。我在控件包装器类中创建了这个函数,以尝试将消息从对话框推送到控件。

void AddOpenGLControl::PostMessageToControl(UINT Msg, WPARAM wParam, LPARAM lParam)
{
if (dialogHandle != NULL)
PostMessage(dialogHandle, Msg, wParam, lParam);
}

但这让我不得不尝试在对话框中模拟假的 Windows 消息,这些消息可能已经存在,以发送到控件。

WPARAM wp = nType;
LPARAM lp = MAKELPARAM(ctrlRect.Width(), ctrlRect.Height());

openGlControlOnThread.PostMessageToControl(WM_SIZE, wp, lp);

我知道我会想要像普通控件一样访问触发更多消息,而这种方法会很快变得麻烦。

有没有办法简单地传递消息?很难要求我不知道的东西,但我在考虑继承,或者包装类中的消息映射,或者预翻译消息,或者从隐藏的普通控件中窃取消息以发送或者......好吧,我' d 采取任何可以跨线程工作的东西。

这是所有代码,以填补空白。我尽可能地将代码配对,但我确实必须使用我们的消息循环(抱歉!)。这是我从窗口的标准启动:

//Main thread (with existing openGL window)
class TCADTLSandbox2
{
public:
virtual bool DoCmd(); // Main Entry Point

};

bool TCADTLSandbox2::DoCmd()
{

TCADTLSandbox2Dialog dialog;

dialog.Create(TCADTLSandbox2Dialog::IDD);
dialog.ShowWindow(SW_SHOW);

// We have to use the main window's accessors to get any messages from the window
WPARAM dialogMessage;
while (!GetUITools()->WaitForCommandMessage("", dialogMessage) || (dialogMessage != TIMsgIDCancel))
{
if (dialogMessage == TIMsgIDOK)
{
break;
}
}

dialog.ShowWindow(SW_HIDE);
dialog.DestroyWindow();

return true;
}

这是对话框类。类成员 openGlControlOnThreadOnSize() 是两个有趣的东西。

//Dialog
class TCADTLSandbox2Dialog : public CDialog
{
DECLARE_DYNAMIC(TCADTLSandbox2Dialog)

public:
TCADTLSandbox2Dialog(CWnd* pParent = NULL);
virtual ~TCADTLSandbox2Dialog();

enum { IDD = IDD_SANDBOX2 };

protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
DECLARE_MESSAGE_MAP()

private:
AddOpenGLControl openGlControlOnThread;

virtual BOOL OnInitDialog();
afx_msg void OnBnClickedOk();
afx_msg void OnBnClickedCancel();
afx_msg void OnSize(UINT nType, int cx, int cy);
};

IMPLEMENT_DYNAMIC(TCADTLSandbox2Dialog, CDialog)

TCADTLSandbox2Dialog::TCADTLSandbox2Dialog(CWnd* pParent /*=NULL*/): CDialog(TCADTLSandbox2Dialog::IDD, pParent){}

TCADTLSandbox2Dialog::~TCADTLSandbox2Dialog(){}

void TCADTLSandbox2Dialog::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
}

BEGIN_MESSAGE_MAP(TCADTLSandbox2Dialog, CDialog)
ON_BN_CLICKED(IDOK, &TCADTLSandbox2Dialog::OnBnClickedOk)
ON_BN_CLICKED(IDCANCEL, &TCADTLSandbox2Dialog::OnBnClickedCancel)
ON_WM_SIZE()
END_MESSAGE_MAP()


BOOL TCADTLSandbox2Dialog::OnInitDialog()
{
CDialog::OnInitDialog();

CRect rect;
GetDlgItem(IDC_CADTL_SANDBOX_OPENGLTEST)->GetWindowRect(rect);
ScreenToClient(rect);
openGlControlOnThread.Create(rect, this);

initialized = true;
return TRUE;
}

void TCADTLSandbox2Dialog::OnSize(UINT nType, int cx, int cy)
{
CDialog::OnSize(nType, cx, cy);

if (initialized)
{

CRect ctrlRect(0, 0, 0, 0);
GetDlgItem(IDC_CADTL_SANDBOX_OPENGLTEST)->GetWindowRect(ctrlRect);
ScreenToClient(ctrlRect);

//int buttonWidth = ctrlRect.Width();
ctrlRect.left = 20;
ctrlRect.right = cx - 20;
ctrlRect.bottom = cy - 50;

WPARAM wp = nType;
LPARAM lp = MAKELPARAM(ctrlRect.Width(), ctrlRect.Height());

openGlControlOnThread.PostMessageToControl(WM_SIZE, wp, lp);
}
}

void TCADTLSandbox2Dialog::OnBnClickedOk()
{
PostQuitMessage(0);
}

void TCADTLSandbox2Dialog::OnBnClickedCancel()
{
PostQuitMessage(0);
CDialog::OnCancel();
}

这就是它变得有趣的地方。这就是我将 OpenGL 控件包装到新线程上所做的。 PostMessageToControl 是我希望用更简单的东西替换的东西。

// Class to kickoff the control thread
class AddOpenGLControl
{
public:
AddOpenGLControl();
~AddOpenGLControl();

void Create(CRect rect, CWnd *parent);

// You can send something along the lines of (WM_DESTROY, NULL, NULL)
void PostMessageToControl(UINT Msg, WPARAM wParam, LPARAM lParam);

private:
void StartThread(CRect rect, CWnd *parent);
std::thread controlThread;
};

// *** The thread class ***

AddOpenGLControl::AddOpenGLControl(){}

AddOpenGLControl::~AddOpenGLControl()
{
WaitForSingleObject(controlThread.native_handle(), INFINITE); // Okay?
controlThread.join(); // Also okay?
}

void AddOpenGLControl::PostMessageToControl(UINT Msg, WPARAM wParam, LPARAM lParam)
{
if (dialogHandle != NULL)
PostMessage(dialogHandle, Msg, wParam, lParam);
}

void AddOpenGLControl::Create(CRect rect, CWnd *parent)
{
std::thread initThread(&AddOpenGLControl::StartThread, this, rect, std::ref(parent));
controlThread = std::move(initThread);
}

void AddOpenGLControl::StartThread(CRect rect, CWnd *parent)
{
COpenGLControl *openGLControl = new COpenGLControl;

openGLControl->Create(rect, parent);
openGLControl->m_unpTimer = openGLControl->SetTimer(1, 1000, 0);

HWND threadHandle = (HWND)openGLControl->GetSafeHwnd();

// This is where I start getting lost. Taken from MSDN
MSG msg;
BOOL bRet;
while ((bRet = GetMessage(&msg, threadHandle, 0, 0)) != 0)
{
if (bRet == -1)
{
// handle the error and possibly exit
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}

}

这里是控件本身:

// OpenGL Dialog Control thread (now it can have it's own openGL context)
class COpenGLControl : public CWnd
{
public:
UINT_PTR m_unpTimer;

COpenGLControl();
virtual ~COpenGLControl();

void Create(CRect rect, CWnd *parent);
void UpdateOpenGLDispay();

afx_msg void OnSize(UINT nType, int cx, int cy);
void ParentDialogResize(UINT nType, int cx, int cy);

private:
CWnd *hWnd;
HDC hDC;
HGLRC openGLRC;
CString className;

void Initialize();

void DrawCRD(double centerX, double centerY, double centerZ, double crdScale);

afx_msg void OnPaint();
afx_msg void OnDraw(CDC *pDC);
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnTimer(UINT_PTR nIDEvent);

DECLARE_MESSAGE_MAP()
};

// *** The actual control ***

COpenGLControl::COpenGLControl()
{
initialized = false;
display = new Display2d;
}

COpenGLControl::~COpenGLControl()
{
CleanUp();
}


BEGIN_MESSAGE_MAP(COpenGLControl, CWnd)
ON_WM_PAINT()
ON_WM_CREATE()
ON_WM_TIMER()
ON_WM_SIZE()
ON_WM_DESTROY()
END_MESSAGE_MAP()

int COpenGLControl::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CWnd::OnCreate(lpCreateStruct) == -1)
return -1;

Initialize();

return 0;
}

void COpenGLControl::Initialize()
{
// Initial Setup:
//
//Set up the pixal descriptor for using openGL on the graphics card
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
24, // Want 24bit color
0, 0, 0, 0, 0, 0, // Not used to select mode
0, 0, // Not used to select mode
0, 0, 0, 0, 0, // Not used to select mode
32, // Size of depth buffer
0, // Not used to select mode
0, // Not used to select mode
PFD_MAIN_PLANE, // Draw in main plane
0, // Not used to select mode
0, 0, 0 }; // Not used to select mode


// Store the device context
if (!(hDC = GetDC()->m_hDC)) // From the dialog?
{
AfxMessageBox("Can't Create A GL Device Context.");
//May not be able to unregister class?? May not need to?
return;
}

// Choose a pixel format that best matches that described in pfd
int nPixelFormat; // Pixel format index
nPixelFormat = ChoosePixelFormat(hDC, &pfd);

// Set the pixel format for the device context
if (!SetPixelFormat(hDC, nPixelFormat, &pfd))
AfxMessageBox("Setting pixel format failed");

// Create the rendering context and make it current
if (!(openGLRC = wglCreateContext(hDC)))
{
AfxMessageBox("Can't Create A GL Rendering Context.");
//May not be able to unregister class?? May not need to?
return;
}

if (!wglMakeCurrent(hDC, openGLRC))
AfxMessageBox("WGLFailed");


// Set color to use when clearing the background.
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearDepth(1.0f);

// Turn on backface culling
glFrontFace(GL_CCW);
glCullFace(GL_BACK);

// Turn on depth testing
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);

// Enable alpha blending
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

UpdateOpenGLDispay();

initialized = true;
}

void COpenGLControl::Create(CRect rect, CWnd *parent)
{
className = AfxRegisterWndClass(CS_HREDRAW | CS_VREDRAW | CS_OWNDC, NULL, (HBRUSH)GetStockObject(BLACK_BRUSH), NULL);

CreateEx(0, className, "OpenGL", WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, rect, parent, 0);

hWnd = parent;
}

void COpenGLControl::OnPaint()
{
// Attempt to help with flickering
UpdateOpenGLDispay();
CPaintDC dc(this);
ValidateRect(NULL);
}

void COpenGLControl::OnDraw(CDC *pDC)
{
UpdateOpenGLDispay();
}

void COpenGLControl::UpdateOpenGLDispay()
{
DrawCRD(); // ... just draw something
SwapBuffers(hDC);
}

void COpenGLControl::DrawCRD(double centerX, double centerY, double centerZ, double crdScale)
{
// X CRD
glColor4f(1.0f, 0.0f, 0.0f, 1);//R
glBegin(GL_LINES);
glVertex3f(centerX, centerY, centerZ);
glVertex3f(centerX + 1 * crdScale, centerY, centerZ);
glEnd();

// Y CRD
glColor4f(0.0f, 0.0f, 1.0f, 1);//B
glBegin(GL_LINES);
glVertex3f(centerX, centerY, centerZ);
glVertex3f(centerX, centerY + 1 * crdScale, centerZ);
glEnd();

// Z CRD
glColor4f(0.0f, 1.0f, 0.0f, 1);//G
glBegin(GL_LINES);
glVertex3f(centerX, centerY, centerZ);
glVertex3f(centerX, centerY, centerZ + 1 * crdScale);
glEnd();
}

void COpenGLControl::OnTimer(UINT_PTR nIDEvent)
{
switch (nIDEvent)
{
case 1:
UpdateOpenGLDispay();
break;
}

CWnd::OnTimer(nIDEvent);
}

void COpenGLControl::OnSize(UINT nType, int cx, int cy)
{
CWnd::OnSize(nType, cx, cy);

if (0 >= cx || 0 >= cy || nType == SIZE_MINIMIZED) return;

if (nType == SIZE_RESTORED)
ParentDialogResize(nType, cx, cy);
}

void COpenGLControl::ParentDialogResize(UINT nType, int cx, int cy)
{
if (initialized)
{
if (0 >= cx || 0 >= cy || nType == SIZE_MINIMIZED) return;
this->SetWindowPos(NULL, 20, 20, cx, cy, SWP_SHOWWINDOW); // fixed for this example
}
}

void COpenGLControl::OnDestroy()
{
CWnd::OnDestroy();
PostQuitMessage(0);
}

void COpenGLControl::CleanUp()
{

if (!wglDeleteContext(openGLRC))
AfxMessageBox("Deleting OpenGL Rendering Context failed");

if (!wglMakeCurrent(hDC, NULL))
AfxMessageBox("Removing current DC Failed");

//ReleaseDC(hDC); // The internets say the device context should automatically be deleted since it's CS_OWNDC

}

// Sorry for the heap of code. Or is it stack?

谢谢!

最佳答案

似乎我错过了 MFC 的几个重要方面。如果有人遵循类似的路径,最好在尝试创建 opengl 控件之前先完成常规控件的子类化过程。

有几种方法可以做到这一点。如果我使用 OnWndMsg或类似的 WindowProc我可以在消息仍处于 wParam/lParam 状态时获取消息,并将其传递。

BOOL TCADTLSandbox2Dialog::OnWndMsg(UINT message, WPARAM wParam, LPARAM lParam, LRESULT* pResult) 
{
//This is one way to just pass the message along. For some cases, we may need to check the mouse position as well.
if (message == WM_MOUSEWHEEL)
{
openGlControlOnThread.PostMessageToControl(message, wParam, lParam);
return true;
}
if (wParam == WM_LBUTTONDOWN)
{
openGlControlOnThread.PostMessageToControl(message, wParam, lParam);
return true;
}
return CDialog::OnWndMsg(message, wParam, lParam, pResult);
}

此外,事实证明 PreTranslateMessage是我可以使用的一个选项,尽管当时我没有看到如何使用。

BOOL TCADTLSandbox2Dialog::PreTranslateMessage(MSG* pMsg)
{
// Send the message to the control (the dialog gets it by default)
if (pMsg->message == WM_MOUSEWHEEL)
{
openGlControlOnThread.PostMessageToControl(pMsg->message, pMsg->wParam, pMsg->lParam);
return true;
}

return MCDialog::PreTranslateMessage(pMsg);
}

希望这对其他人有帮助!

关于c++ - 在 MFC 对话框和它自己的线程上的 OpenGL 控件之间传递消息,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35659457/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com