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SharpDX Beginners Tutorial Part 2: Creating a window

In this second tutorial we will look at creating a simple window which we later will render to.

  1. Firstly we will create a new class called Game. Right click the project and select “Add -> Class…”, name the file Game.cs.

    Create game class

  2. First we make the class public and then add a RenderForm along with two variables to hold the width and height of the window client size (the rendering size, does not include borders of the window). The RenderForm class also requires is to add a references to SharpDX.Windows.

    using SharpDX.Windows;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading.Tasks;
    
    namespace MySharpDXGame
    {
    public class Game
    {
        private RenderForm renderForm;
    
        private const int Width = 1280;
        private const int Height = 720;
    }
    }

    The RenderForm is a subclass to a Windows.Form provided by SharpDX. This class, just like Windows.Form, provides us with a window that has borders, title bar etc. But it also provides us with a render loop which is optimized for 3D graphics. If you want to know more about this, take a look at the SlimDX (another wrapper similar to SharpDX) documentation: http://slimdx.org/tutorials/BasicWindow.php.

  3. Next we will add our constructor to the Game class which creates the RenderForm. We also need to add a reference to System.Drawing. We will also set a title and disable the user from resizing the window.

    using System.Drawing;
    
    [...]
    
    public Game()
    {
    renderForm = new RenderForm("My first SharpDX game");
    renderForm.ClientSize = new Size(Width, Height);
    renderForm.AllowUserResizing = false;
    }
  4. Next step is to add two methods to our Game class, one to start the rendering/game loop and another one which will be a callback method called each frame. This is done with the following code:

    public void Run()
    {
    RenderLoop.Run(renderForm, RenderCallback);
    }
    
    private void RenderCallback()
    {
    
    }

    We pass in our RenderForm and method to be called each frame to the RenderLoop.Run(…) method.

  5. We will now add a bit of clean up to our Game class, to make sure objects are disposed correctly. So we make our Game class implement the interface IDisposable:

    public class Game : IDisposable
    {
    [...]
    
    public void Dispose()
    {
        renderForm.Dispose();
    }
    }

    Here we also make sure to dispose our RenderForm.

  6. As a last step we will now run our game from the main method. So open the class Program.cs, which was automatically added when creating the “Console application project”, and change the Main(…) method to the following:

    [STAThread]
    static void Main(string[] args)
    {
    using(Game game = new Game())
    {
        game.Run();
    }
    }

    Because Game implements IDisposable it will automatically be disposed correctly due to the using statement. Read more about how this works here: https://msdn.microsoft.com/en-us/library/yh598w02.aspx.

  7. Now if you run the program you should see an empty window with the correct size and title bar text:

That was all for this tutorial, in the next part we will look at initializing the Direct3D device and set up a swap chain.