C++ GetParent
时间: 2024-10-01 11:02:16 浏览: 45
在C++中,`GetParent`通常不是一个标准库函数,它看起来像是一个特定项目或自定义类中用于获取父对象的成员函数。这个术语通常用于表示访问或查询某个对象的直接或间接父级对象。例如,在Windows API编程中,可能会有`GetParentWindow`这样的函数,用于从窗口句柄获取其父窗口。
如果你在讨论一般的面向对象编程,特别是在继承体系中,`GetParent`可能是`Parent`类的一个指针或引用变量,允许子类对象访问其父类的实例。如果是在MFC(Microsoft Foundation Classes)框架下,可能会有一个名为`CWnd::GetParent()`的方法,用于获取包含它的窗口。
然而,具体的实现会依赖于上下文,如果没有提供更多信息,这是一个通用的概念描述。如果你需要帮助理解如何在C++中编写类似功能,可以举个例子:
```cpp
class Parent {
public:
virtual Parent* GetParent() const { return nullptr; } // 返回自身或其他父类的实例
};
class Child : public Parent {
public:
Parent* GetParent() const override { return static_cast<Parent*>(this); // 返回自身的实例(即父类)
};
```
相关问题
C++使用DXGI截图代码
以下是使用DXGI截图的示例代码:
```cpp
#include <d3d11.h>
#include <dxgi1_2.h>
#include <iostream>
int main()
{
HRESULT hr = S_OK;
// 创建DXGI设备
IDXGIFactory2* pFactory = nullptr;
hr = CreateDXGIFactory2(0, IID_PPV_ARGS(&pFactory));
if (FAILED(hr))
{
std::cout << "Failed to create DXGI factory." << std::endl;
return 1;
}
// 枚举第一个适配器
IDXGIAdapter1* pAdapter = nullptr;
hr = pFactory->EnumAdapters1(0, &pAdapter);
if (FAILED(hr))
{
std::cout << "Failed to enumerate adapters." << std::endl;
return 1;
}
// 创建D3D11设备和设备上下文
ID3D11Device* pDevice = nullptr;
ID3D11DeviceContext* pContext = nullptr;
hr = D3D11CreateDevice(pAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, 0, nullptr, 0,
D3D11_SDK_VERSION, &pDevice, nullptr, &pContext);
if (FAILED(hr))
{
std::cout << "Failed to create D3D11 device and context." << std::endl;
return 1;
}
// 获取DXGI设备
IDXGIDevice1* pDXGIDevice = nullptr;
hr = pDevice->QueryInterface(__uuidof(IDXGIDevice1), (void**)&pDXGIDevice);
if (FAILED(hr))
{
std::cout << "Failed to get DXGI device." << std::endl;
return 1;
}
// 获取DXGI适配器
IDXGIAdapter* pDXGIAdapter = nullptr;
hr = pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&pDXGIAdapter);
if (FAILED(hr))
{
std::cout << "Failed to get DXGI adapter." << std::endl;
return 1;
}
// 获取DXGI工厂
IDXGIFactory* pDXGIFactory = nullptr;
hr = pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&pDXGIFactory);
if (FAILED(hr))
{
std::cout << "Failed to get DXGI factory." << std::endl;
return 1;
}
// 获取前缓冲表面
IDXGISurface* pBackBufferSurface = nullptr;
hr = pDXGIFactory->CreateSwapChain(pDXGIDevice, &swapChainDesc, &pSwapChain);
if (FAILED(hr))
{
std::cout << "Failed to create swap chain." << std::endl;
return 1;
}
hr = pSwapChain->GetBuffer(0, __uuidof(IDXGISurface), (void**)&pBackBufferSurface);
if (FAILED(hr))
{
std::cout << "Failed to get back buffer surface." << std::endl;
return 1;
}
// 保存图像到文件
hr = SaveSurfaceToFile(pBackBufferSurface, L"Screenshot.png");
if (FAILED(hr))
{
std::cout << "Failed to save screenshot to file." << std::endl;
return 1;
}
// 释放资源
pBackBufferSurface->Release();
pSwapChain->Release();
pDXGIFactory->Release();
pDXGIAdapter->Release();
pDXGIDevice->Release();
pContext->Release();
pDevice->Release();
pAdapter->Release();
pFactory->Release();
return 0;
}
```
在此示例中,我们首先使用`CreateDXGIFactory2`函数创建了一个DXGI工厂对象。然后,我们使用`EnumAdapters1`函数枚举第一个适配器,并使用`D3D11CreateDevice`函数创建了一个D3D11设备和设备上下文对象。接下来,我们使用`QueryInterface`函数获取了设备对象的`IDXGIDevice1`接口,然后使用`GetParent`函数获取了适配器对象的`IDXGIAdapter`接口,最后使用`GetParent`函数获取了工厂对象的`IDXGIFactory`接口。
然后,我们使用`CreateSwapChain`函数创建了一个交换链对象,并使用`GetBuffer`函数获取了前缓冲表面对象。最后,我们使用`SaveSurfaceToFile`函数将表面对象保存为PNG图像文件。
请注意,此示例中省略了一些错误检查和释放资源的代码。在实际应用中,应该对所有函数调用返回值进行错误检查,并在程序结束时释放所有资源。
windows dxgi鼠标 C++代码
以下是一个使用 DirectX Graphics Infrastructure (DXGI) 捕获鼠标指针位置的示例代码:
```cpp
#include <Windows.h>
#include <d3d11.h>
#include <dxgi.h>
#include <iostream>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
int main()
{
// 创建 DXGI 工厂
IDXGIFactory* dxgiFactory = nullptr;
HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&dxgiFactory);
if (FAILED(hr))
{
std::cerr << "Failed to create DXGI factory." << std::endl;
return 1;
}
// 获取默认显示适配器
IDXGIAdapter* adapter = nullptr;
hr = dxgiFactory->EnumAdapters(0, &adapter);
if (FAILED(hr))
{
std::cerr << "Failed to get adapter." << std::endl;
return 1;
}
// 创建 D3D11 设备和设备上下文
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
hr = D3D11CreateDevice(
adapter,
D3D_DRIVER_TYPE_UNKNOWN,
nullptr,
0,
nullptr,
0,
D3D11_SDK_VERSION,
&device,
nullptr,
&context
);
if (FAILED(hr))
{
std::cerr << "Failed to create D3D11 device and context." << std::endl;
return 1;
}
// 释放 DXGI 工厂和显示适配器
adapter->Release();
dxgiFactory->Release();
// 创建一个窗口并使其可见
HWND hwnd = CreateWindowEx(
0,
L"STATIC",
L"DXGI Mouse Capture",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
640,
480,
nullptr,
nullptr,
nullptr,
nullptr
);
ShowWindow(hwnd, SW_SHOWDEFAULT);
// 获取窗口客户区域大小
RECT clientRect;
GetClientRect(hwnd, &clientRect);
UINT width = clientRect.right - clientRect.left;
UINT height = clientRect.bottom - clientRect.top;
// 创建 DXGI 交换链
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = TRUE;
IDXGISwapChain* swapChain = nullptr;
hr = dxgiFactory->CreateSwapChain(device, &swapChainDesc, &swapChain);
if (FAILED(hr))
{
std::cerr << "Failed to create DXGI swap chain." << std::endl;
return 1;
}
// 释放 D3D11 设备上下文
context->Release();
// 获取 DXGI 捕获鼠标指针的设备
IDXGIDevice* dxgiDevice = nullptr;
hr = device->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
if (FAILED(hr))
{
std::cerr << "Failed to get DXGI device." << std::endl;
return 1;
}
// 获取 DXGI 设备的父对象(通常是 ID3D11DeviceContext)
IUnknown* parent = nullptr;
hr = dxgiDevice->GetParent(__uuidof(IUnknown), (void**)&parent);
if (FAILED(hr))
{
std::cerr << "Failed to get DXGI device parent." << std::endl;
return 1;
}
// 释放 DXGI 设备和 D3D11 设备
dxgiDevice->Release();
device->Release();
// 获取 DXGI 父对象的设备上下文
ID3D11DeviceContext* dxgiContext = nullptr;
hr = parent->QueryInterface(__uuidof(ID3D11DeviceContext), (void**)&dxgiContext);
if (FAILED(hr))
{
std::cerr << "Failed to get DXGI context." << std::endl;
return 1;
}
// 创建后备缓冲区并设置为渲染目标
ID3D11Texture2D* backBuffer = nullptr;
hr = swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer);
if (FAILED(hr))
{
std::cerr << "Failed to get back buffer." << std::endl;
return 1;
}
ID3D11RenderTargetView* renderTargetView = nullptr;
hr = device->CreateRenderTargetView(backBuffer, nullptr, &renderTargetView);
if (FAILED(hr))
{
std::cerr << "Failed to create render target view." << std::endl;
return 1;
}
backBuffer->Release();
dxgiContext->OMSetRenderTargets(1, &renderTargetView, nullptr);
// 设置视口
D3D11_VIEWPORT viewport = {};
viewport.Width = (float)width;
viewport.Height = (float)height;
viewport.MaxDepth = 1.0f;
dxgiContext->RSSetViewports(1, &viewport);
// 清除后备缓冲区
float clearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
dxgiContext->ClearRenderTargetView(renderTargetView, clearColor);
// 显示后备缓冲区
swapChain->Present(1, 0);
// 捕获鼠标指针位置
POINT point;
GetCursorPos(&point);
ScreenToClient(hwnd, &point);
std::cout << "Mouse position: " << point.x << ", " << point.y << std::endl;
// 释放资源
renderTargetView->Release();
swapChain->Release();
dxgiContext->Release();
return 0;
}
```
这个示例代码创建了一个窗口和一个 DXGI 交换链,并捕获了鼠标指针位置。需要注意的是,DXGI 只能捕获指针位置,而不能捕获指针形状或其他信息。如果需要获取更多鼠标信息,可以考虑使用 Windows 消息循环或 DirectInput API。
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