How to embed C OpenGL application in C# GUI? - c#

I have 3D OpenGL application written in C for Unix-like systems, it is working fine in Linux, but lacks GUI and is only controllable via keyboard.
As far as I know C# GUI is the simplest and nicest and cutest to create and it's very easy to create nice gui in C# in Microsoft Visual Studio 2010 Ultimate.
SO I decided I want to embed graphical application written in C OpenGL in C# application GUI, just something like this:
http://img854.imageshack.us/img854/2773/qoyz.jpg
Of course I want to control C application from my C# GUI.
It could be done any possible way I was thinking maybe about some dll file compiled from C OpenGL code?
I dont have any experience with that kind of stuff, so give me clear answers:)

You are probably going to need to create a managed code wrapper for your C project so that it can be accessed from C#.
See this previously asked question: Porting (unmanaged) C++ to C# vs. using the C++ as a DLL in a C# application

Have you tried Qt SDK? With it you can create not less "cutest, nicest " GUI which is also c++ and cross platform, contrary to MS WinForms or WPF. In fact,many GUI based programs, like Maya or Aftereffects, use Qt

Related

Can I develop a Windows Universal Application using DirectX and C#

I've seen that there is a template to do so in Visual C++, but not in C#. Have I to stick to C++ to develop a Direct X (Universal) application ??
Can I use C#? If so, how?
Have I to stick to C++ to develop a Direct X (Universal) application?
Technically, you can use the DirectX in .NET platform by using the interop technology. SharpDX has done such kind of things for you and you can easily use the DX in you .NET project including the Window 8.1 and Windows Phone 8.1 app project. However, as I just tested, the SharpDX has not supported the Windows Universal App yet.
Since you must use C++ when calling DirectX APIs, so if you want to develop your Windows Universal Application by C# and DirectX as the same time, the best practice might be to package all the DirectX related functions in a separate C++ WinRT component. Then you can include it in any C# application.
Depending on your needs for DX, you might want to look into the Win2D project from Microsoft, its C# and lets you mix 2d and 3d.

Options for library and or program for OSX / Windows GUI builder in C, C#, or Java

I am developing a Map editing software that works in correlation with my Android game engine. I currently have the software nearly complete written in c# using visual studios. You can view the required functionality and current program via this video Here.
I realize after already developing the map editor that visual studios was not the best choice for me. I need the engine to run on OSX AND Windows (linux would be nice too). What I am asking from you is what are some decent options for building a cross platform GUI. I have done some research on QT however I am not a huge fan of C++. I would prefer to write in C, C#, Java, or possibly a scripting language.
Here is a list of things I would like to see:
Cross platform ( OSX and Windows are a must)
Visual Form builder (I like QTs and Visual Studios...also not that picky)
GUI is clean (Design is big for me, so I dont want the old windows 2000 look)
Not C++
I understand Java in itself is cross platform; however, it seems clunky to me. Thats more of a last resort.
Thanks in advance for your help!
The mono framework is an open source version of the dot net framework that works on Linux and Mac
http://www.mono-project.com/Main_Page

Integrating WPF application with WinForm application

I have an winForms application fully written in VB.NET. I have to start importing this application into WPF written C#. For the starting, I want to do this only for one module of the application. Is there any way I can pass VB.NET objects to a C# code, call a WPF application from a WinForms application and vice-versa ?
How should I approach this problem? Any help would be appreciated.
There is no easy way to migrate winform applications to Wpf.
You should carefully consider the reasons why would you like to do it and the effort it will take vs the profit.
that being said you can start by hosting your winform by a wpf application using WindowsFormHost then you can start by rewriting your controls one at a time and using ElementHost to host them in the winform.
Since you would like your application to be robust and use MVVM I personally think that it will take too much effort to migrate and it will be more reasonable to rewrite the application using already existing modules(logic not ui modules)
Regarding using Vb.net object in c# it can be done easily because they are both managed languages and are being compiled to CIL:
During compilation of CLI programming languages, the source code is
translated into CIL code rather than platform or processor-specific
object code. CIL is a CPU- and platform-independent instruction set
that can be executed in any environment supporting the Common Language
Infrastructure, such as the .NET runtime on Windows
Yes u can call wpf application in windows and vice-versa.For that u have to configure in .config file
In Through ElementHost u can access the controls

Do games like Starcraft 2 use Windows Forms to build their UI?

This may be a dumb question...
When I log into Starcraft 2 and see that beautiful UI, I can't help but wonder if it's designed using Windows Forms (.Net or C#). Is the login box just some kind of Windows dialog or do they do their own thing - whatever that may be?
Is it possible to get that much customization within Windows Forms?
No. Games and other apps that use DirectX to take control of the video device don't use WinForms or even the Win32 API for screen output.
StarCraft 2 most likely implements its own windowing and UI system, completely independent of the Windows API or WinForms library.
Yes, you can write an app in C# to perform similar DirectX graphics output, but using DirectX is not as simple as working with WinForms. I wouldn't recommend attempting to write a DirectX app as a way to teach yourself C# unless you are already very experienced with DirectX through other languages or tools (C++, mostly).
WinForms is fine for learning C# and whatever IDE tool chain you choose to use. After you're comfortable with C# patterns and terminology, then tackle learning how to write DirectX code with C#.
No. They use DirectX. DirectX bypasses normal windows and operates at alower level.
You can customize a form to a great degree. You have full control over painting it to look however you want.

Embed non-managed directX into C# form

I got a quick question about running a directX application (C++) in a managed environment. I'm attempting to write a MDI tool (in C#) where the background of the parent window would be an embedded render window of directX (C++).
I've read ways that involved writing the C++ into a native dll, however it would be prefered to be able to have the C++ projects included within the solution (I dont even know if that's possible though). Eitherway, if you know of some helpful steps, hints, or if this is a bad idea in general, please let me know. Thanks!
The easiest way to do this would be to add a C++/CLI project to your solution. This would then enable you to use the DirectX COM interfaces directly and create a managed wrapper that's easy to call from your C# code. I've taken this approach a few times and it's by far the easiest way of mixing DirectX and .Net that I've ever tried. Managed DirectX used to be an option, but it's no longer supported and it was a fairly small subset of the full COM API anyway.
First of all writing the C++ part in a different dll file doesn't mean that it couldn't be at the same solution as the C# project.
In order to use native DX to render on a managed window you need to pass the HWND window id (use form.WindowId.ToInt32) to the C++ D3Ddevice c'tor. after that each time you'll render using that device it would render on the .NET window.
To do this you probably need two saparate projects - a C++ dll & .NET project. use COM wrapper or p-invoke to pass the HWND to the C++ dll.
If you don't want to spend too much time on writing C++ code for DirectX, you can consider using
SlimDX, since Managed DirectX 1.0 is out of the question, where as 2.0 never leaves the beta and later replace with XNA which has quite different from DirectX itself, and require you to install XNA Game Studio
SlimDX is the opensource version of managed directx with slightly different API and internal structure, but it's easy to use. The recently released version is very stable. I'm currently using it to write a production application.
SlimDX
Managed DirectX

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