/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
BOOL PhenGu::CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
// WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don''t Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory''s Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}
if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(TRUE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// GameInit();
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
(void *) this))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can''t Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can''t Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can''t Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can''t Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can''t Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK PhenGu::WndProc(HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
PhenGu * pgWnd= NULL;
bool proccessed=false;
switch (uMsg) // Check For Windows Messages
{
case WM_NCCREATE:
{
SetWindowLong (hWnd, GWL_USERDATA,
(long)((LPCREATESTRUCT(lParam))->lpCreateParams));
break;
}
default:
{
pgWnd = (PhenGu * ) GetWindowLong(hWnd, GWL_USERDATA);
if(pgWnd != NULL)
{
proccessed=pgWnd->messageHandler(uMsg, wParam, lParam);
}
break;
}
}
if(proccessed==false)
{
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
return 0;
}
int PhenGu::messageHandler( // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
// keys[wParam] = TRUE; // If So, Mark It As TRUE
// return 0; // Jump Back
switch (wParam)
{
// arrow keys
case VK_UP:
{
updateSprite(0,1);
spalCX=spalU;
spF=0;
if(spalCY==spalT)
spalCY=spalB;
else
spalCY=spalT;
break;
}
case VK_DOWN:
{
updateSprite(0,-1);
spalCX=spalD;
spF=25;
if(spalCY==spalT)
spalCY=spalB;
else
spalCY=spalT;
break;
}
case VK_RIGHT:
{
updateSprite(1,0);
spalCX=spalR;
spF=75;
if(spalCY==spalT)
spalCY=spalB;
else
spalCY=spalT;
break;
}
case VK_LEFT:
{
updateSprite(-1,0);
spalCX=spalL;
spF=50;
if(spalCY==spalT)
spalCY=spalB;
else
spalCY=spalT;
break;
}
//action keys
case ''X'':
{
objectInteract();
break;
}
case VK_F1: // Is F1 Being Pressed?
{
//keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("Warmonger",800,600,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
break;
}
case VK_ESCAPE: // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
break;
}
}
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
case WM_LBUTTONDOWN: // left mouse button up. stops looking and dragging.
{
//mouse_pos = GetMousePosition(LOWORD(lParam), HIWORD(lParam), drag_depth);
selectObject(LOWORD(lParam),HIWORD(lParam));
return 0;
}
case WM_LBUTTONUP: // left mouse button up. stops looking and dragging.
{
etButton_p=false;
return 0;
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
LRESULT PhenGu::run()
{
// DrawGLScreen();
while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScreen()) || keys[VK_ESCAPE])//!DrawGLMap() && !DrawGLArmy() // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}
}
// Shutdown
// KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
any help would be greatly apprecited
-----------------------------------------------------
Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
Problem with Reusable Window Class
I''m having two problem with my reusable window class
1)I can''t move, resize, or close the window or messageboxs. I can exit the program using a quit button.
2)An error message appears after exiting the application
The two problems may be related I''m not sure.
I''m pretty sure that the problem is with, either the windows create or the message handler.
To resize the window, it has to be created with window style WS_THICKFRAME.
To close the window, you have to move the PostQuitMessage() from WM_CLOSE to WM_DESTROY. By returning 0 on WM_CLOSE, you are preventing closure of your window. (hehe closure.)
What''s the error message?
To close the window, you have to move the PostQuitMessage() from WM_CLOSE to WM_DESTROY. By returning 0 on WM_CLOSE, you are preventing closure of your window. (hehe closure.)
What''s the error message?
Hmm part of problem with the window is that I can''t use any of of the normal windows buttons, such as minimize, maxiumize, close. It doesn''t seem to be resgistering the clicks.
as for the message I get on application exit. its "ManyTails.exe has encoutered a problem and needs to close."
-----------------------------------------------------
Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
as for the message I get on application exit. its "ManyTails.exe has encoutered a problem and needs to close."
-----------------------------------------------------
Writer, Programer, Cook, I''m a Jack of all Trades
Current Design project
Chaos Factor Design Document
I didn't read all but... take note on handling WM_SYSCOMMAND.
Wow! That's serious.
[edited by - DerekSaw on August 12, 2003 11:02:44 AM]
quote:"ManyTails.exe has encoutered a problem and needs to close."
Wow! That's serious.
[edited by - DerekSaw on August 12, 2003 11:02:44 AM]
This topic is closed to new replies.
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