Jump to content
  • Advertisement
Sign in to follow this  
vertex78

fullscreen problems

This topic is 4036 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am trying to make my program switch to fullscreen but when I run the program it just switches the desktop display to the different resolution and never shows my program. Then I have to use task manager to end the program. I've looked at the nehe example on switching to fullscreen but I cannot figure out what I am doing wrong. Hopefully someone can point me in the right direction
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>

void SetupPixelFormat(HDC hDC);    
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);

HDC g_hDC;
bool fullScreen = true;

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
    
    WNDCLASSEX wc;
    HWND hwnd;
    MSG msg;
    bool done;
    DEVMODE devModeScreen;
    DWORD extendedWindowstyle;
    DWORD windowstyle;
    
    
    memset(&devModeScreen,0,sizeof(devModeScreen));
    devModeScreen.dmSize = sizeof(devModeScreen);
    devModeScreen.dmPelsWidth = 1024;
    devModeScreen.dmPelsHeight = 768;
    devModeScreen.dmBitsPerPel = 32;
    devModeScreen.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT | CDS_FULLSCREEN | DM_BITSPERPEL;
    
    
   	wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    wc.lpfnWndProc = WndProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
    wc.hCursor = LoadCursor(NULL,IDC_ARROW);
    wc.hbrBackground = NULL;//(HBRUSH)GetStockObject(WHITE_BRUSH);
    wc.lpszMenuName = NULL;
    wc.lpszClassName = "MyClass";
    wc.hIconSm = LoadIcon(NULL,IDI_WINLOGO);
  	
    //register window class
    if(!RegisterClassEx(&wc)){
        MessageBox(NULL,"failure registering!","error",MB_ICONEXCLAMATION);
        return 0;
    }
    
    if(ChangeDisplaySettings(&devModeScreen,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        fullScreen = false;
        
    if(fullScreen){
        extendedWindowstyle = WS_EX_APPWINDOW;
        windowstyle = WS_POPUP;
        ShowCursor(false);
    }
    else {
        extendedWindowstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
        windowstyle = WS_OVERLAPPEDWINDOW;
    }
    
    //create instance of window
    hwnd = CreateWindowEx(extendedWindowstyle,
                          "MyClass",
                          "app1",
                          windowstyle, 
                          0,0,            //x,y
                          1024,768,            //width,height
                          NULL,               //handle to parent
                          NULL,               //handle to menu
                          hInstance,          //app instance
                          NULL);              //no extra params
                          
    if(!hwnd) return 0;
    
    done = false;
    
    while(!done) 
    { 
        if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
        { 
            if(msg.message == WM_QUIT) break; 
            TranslateMessage(&msg); 
            DispatchMessage(&msg); 
        } 

        //render here
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glLoadIdentity();
        glTranslatef(0.0f,0.0f,-5.0f); // move back 5 units 
        glColor3f(1.0f,0.0f,0.0f);
        glBegin(GL_TRIANGLES);
            glVertex3f(0.0f,0.0f,0.0f);
            glVertex3f(1.0f,0.0f,0.0f);
            glVertex3f(1.0f,1.0f,0.0f);
        glEnd();
            
        SwapBuffers(g_hDC);
            
        TranslateMessage(&msg);
        DispatchMessage(&msg);
        
    }
    
    return msg.wParam;
}
 
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) {
        PAINTSTRUCT paintStruct;
        static HDC hDC;     
        static HGLRC hRC;
        int width,height;
        
        switch(message)
        {
            case WM_CREATE:
                 hDC = GetDC(hwnd);
                 g_hDC = hDC;
                 SetupPixelFormat(hDC);
                 hRC = wglCreateContext(hDC);
                 wglMakeCurrent(hDC,hRC);
                 break;
                 
            case WM_CLOSE:
                 ChangeDisplaySettings(NULL,0);				
		         ShowCursor(TRUE);						
                 PostQuitMessage(0);
                 return 0;
                 break;
            
            case WM_SIZE:
                 height = HIWORD(lParam);
                 width = LOWORD(lParam);
                 
                 if(height ==0) height = 1;
                 
                 //reset glviewport to new dimensions of window
                 glViewport(0,0,width,height);
                 glMatrixMode(GL_PROJECTION);
                 glLoadIdentity();
                 gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);
                 glMatrixMode(GL_MODELVIEW);
                 glLoadIdentity();
                 return 0;
                 break;
                     
            default:
                break;
        }
        
        return (DefWindowProc(hwnd,message,wParam,lParam));
}   

void SetupPixelFormat(HDC hDC){
     int nPixelFormat; //pixel format index
     
     static PIXELFORMATDESCRIPTOR pfd = {
            sizeof(PIXELFORMATDESCRIPTOR),
            1,
            PFD_DRAW_TO_WINDOW |
            PFD_SUPPORT_OPENGL |
            PFD_DOUBLEBUFFER |
            PFD_TYPE_RGBA,
            32,
            0,0,0,0,0,0,
            0,0,0,0,0,0,0,
            16,0,0,
            PFD_MAIN_PLANE,
            0,0,0,0};
     
     nPixelFormat = ChoosePixelFormat(hDC,&pfd); //returns best matching pixel format
     SetPixelFormat(hDC,nPixelFormat,&pfd); //set pixel format of device context hDC
}

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!