Hi,
I started reading Introduction to 3D Game Programming with Direct3D 11.0 and have a little question about callback function. In author's example code d3dApp.cpp, he managed to assign a member function to WNDCLASS::lpfnWndProc
namespace
{
// This is just used to forward Windows messages from a global window
// procedure to our member function window procedure because we cannot
// assign a member function to WNDCLASS::lpfnWndProc.
D3DApp* gd3dApp = 0;
}
LRESULT CALLBACK
MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Forward hwnd on because we can get messages (e.g., WM_CREATE)
// before CreateWindow returns, and thus before mhMainWnd is valid.
return gd3dApp->MsgProc(hwnd, msg, wParam, lParam);
}
in constructor D3DApp::D3DApp()
gd3dApp = this;
and in bool D3DApp::InitMainWindow()
wc.lpfnWndProc = MainWndProc;
Notice that D3DApp::MsgProc is a virtual function.
As far as I'm concerned, I would find it convenient to declare MsgProc member function as static. However, a static member can't be virtual. Is there any solution so that I can overcome the contradiction except author's method?
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