Description:
This sample shows you how to use an XNA Framework
GraphicsDevice object to display 3D graphics inside a WinForms application.
Sample Overview
The XNA Framework Game class provides a quick,
easy, and portable way to host your game. It automatically creates a window for
the game to run inside, initializes the graphics hardware, and offers
simple Update and Draw methods for you to override.
Sometimes the Game behavior just isn't flexible enough, though.
Perhaps you want more control over how the window is created, or maybe you're
writing a level editor and want to place Windows user interface controls around
the 3D drawing surface.
Fortunately, the XNA Framework was designed with these
scenarios in mind. The framework is actually made up of two separate assemblies: Microsoft.Xna.Framework provides
core functionality such as the math, graphics, input, and audio classes,
andMicrosoft.Xna.Framework.Game provides optional higher-level code such
as the Game class. If you want to host your game in some other way, you can
replace the functionality from Microsoft.Xna.Framework.Game with your
own code.
This sample implements
a GraphicsDeviceControl class, which inherits
from System.Windows.Forms.Control and provides the ability for a
WinForms control to draw itself by using an XNA
Framework GraphicsDevice object. It demonstrates how to share a
single GraphicsDevice object among multiple controls, how to handle
resizing and lost devices, and how to implement theIGraphicsDeviceService interface
in order to support loading data through the ContentManager.
Note that this sample runs only on Windows. WinForms isn't
available on Xbox 360.
Other items in the Winforms Series
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