EndScene and WPF problem menu

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  1. #16
    suicidity's Avatar Contributor
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    You could always ditch the managed project and just go straight to C++.. :P

    As far as the D3D9Ex, would forcing WoW to use D3D9Ex make much difference?
    CVar gxApi - WoWWiki - Your guide to the World of Warcraft


    EndScene and WPF problem
  2. #17
    jjaa's Avatar Contributor
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    Originally Posted by adaephon View Post
    On a very loosely related note, it is possible to inject XNA*, and there is a group working on a WPFish layout engine for XNA called XPF: Red Badger | Introducing XPF

    * I've managed to inject XNA and render with it. I still have some Reset issues, but I'm 99% sure they are not insurmountable. However, I haven't touched my code for that for a while, and now I'm running WoW in DX11 mode so I'm looking at hooking DX11 instead and thus XNA isn't appropriate...and tbh, on the 'appropriateness' scale, XNA is hovering around the 'PITA for minimal gain' end when compared to say SlimDX.
    I messed around with XNA some time ago(http://www.mmowned.com/forums/world-...ml#post1762196). I only did it as proof of concept, never bothered to resolve the issues. If you make any progress, i would love to hear about it.

  3. #18
    !@^^@!'s Avatar Active Member
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    Originally Posted by adaephon View Post
    On a very loosely related note, it is possible to inject XNA*, and there is a group working on a WPFish layout engine for XNA called XPF: Red Badger | Introducing XPF

    * I've managed to inject XNA and render with it. I still have some Reset issues, but I'm 99% sure they are not insurmountable. However, I haven't touched my code for that for a while, and now I'm running WoW in DX11 mode so I'm looking at hooking DX11 instead and thus XNA isn't appropriate...and tbh, on the 'appropriateness' scale, XNA is hovering around the 'PITA for minimal gain' end when compared to say SlimDX.
    Thanks for the link, i'll drop WPF and use XPF instead and put this to use: "XPF doesn’t really know anything about XNA, it’s written entirely around agnostic interfaces – so whilst XPF comes with a renderer that you can use out the box, should you want to create your own, or integrate to an existing engine, you simply have to satisfy a few core interfaces."

  4. #19
    adaephon's Avatar Active Member
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    Originally Posted by jjaa View Post
    I messed around with XNA some time ago(http://www.mmowned.com/forums/world-...ml#post1762196). I only did it as proof of concept, never bothered to resolve the issues. If you make any progress, i would love to hear about it.
    Looks like you got further in your PoC than me: http://dl.dropbox.com/u/2660220/WoWS...610_142232.jpg. I was ironing out all the kinks when I last worked on it (just looking it up that was ~3 months ago...wow I'm lazier than I thought) - I had an issue with Resetting where I wasn't properly managing it, and there was some XNA call trying to call BeginScene (after it had obviously already been called by WoW) which I wasn't taking care of. But if there is still some general interest I might take another look at it.

    I'm still intending to keep some of the XNA libraries in because I want to write some helper functions to semi-automate tasks and make WoW decently playable with an Xbox 360 controller.

  5. #20
    !@^^@!'s Avatar Active Member
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    Lol so it turns out the people that wrote XPF didn't bother to write any documentation or put out any examples of how to write your own IRenderer or IInputManager so now I'm stuck with 2 unexplained interfaces that doesn't make whole lot of sense :<

    @Adaephon: Why reinvent the wheel? there's a program out there called switchblade for the xbox 360 controller AFAIK it should have some fairly decent wow profiles :3 But then again, i guess you could make the controller feel integrated with wow in a much better way if you were to do it injected

    Edit: It could be fun to write a custom parser for XAML that works like wpf and even could take normal WPF windows and render them inside a game by "just" writing a new renderer :3
    Last edited by !@^^@!; 01-10-2011 at 12:20 PM.

  6. #21
    adaephon's Avatar Active Member
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    Originally Posted by !@^^@! View Post
    Lol so it turns out the people that wrote XPF didn't bother to write any documentation or put out any examples of how to write your own IRenderer or IInputManager so now I'm stuck with 2 unexplained interfaces that doesn't make whole lot of sense :<

    @Adaephon: Why reinvent the wheel? there's a program out there called switchblade for the xbox 360 controller AFAIK it should have some fairly decent wow profiles :3 But then again, i guess you could make the controller feel integrated with wow in a much better way if you were to do it injected
    Read through the blog - there is some useful information there I think. However, their primary focus seems to be Windows Phone 7 which might somewhat limit the utility you'll get out of examples.

    On the Switchblade front, I believe it's currently shutdown pending a 'pro' version under development? At least that's what I saw last time I looked, and their site is completely non-functional at the moment. Either way, I was more thinking Xbox integration with things such as one button to run to a target and loot it, context sensitive switching using some AI (i.e. it automatically targets the party member most in need of healing, or units you dont have threat from) to assist things like healing and tanking. Just an idea at the moment.

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