I am working on a game engine right now. I am planning to use WPF as my level editor UI.
I am going to wrap the base engine functionality like video tutorial below.
https://www.youtube.com/watch?v=cqsj__ZVm-c
or using swig
I am wondering, how can I pass the window handler from WPF to the unmanaged c++? I am using DirectX11.
something like: class GraphicSystem { .... void Initialize( hwnd window); }
"Draw implementation"
void Initialize(hwnd window)
{
// Create the Direct3D object.
m_D3D = new D3DClass;
// Initialize the Direct3D object.
result = m_D3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd,
FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
}
So I can manage the viewport ("window") properties such as size from wpf.