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IwikiwI

OpenGL Window display issues

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A newbie to opengl, I am following this book "Beginning OpenGL Game Programming" which so far has me intimidated with the abundant win32 programming presented without any proper reference. The book asks to create a menu (give the user a graphical interface) to select either fullscreen/windowed mode. I apologize if this isn't the relevant subforum. //edit. okay this is the wrong forum, sorry :p I learned as much as quickly i could, and i have a basic understanding of it, the core at least. anyway, heres the problem. bool fullscreen=false; A globally declared flag which is sent to the window at the time of inception.
if (fullscreen)                             // fullscreen?
    {
        DEVMODE dmScreenSettings;                   // device mode
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
        dmScreenSettings.dmSize = sizeof(dmScreenSettings); 
        dmScreenSettings.dmPelsWidth = windowWidth;         // screen width
        dmScreenSettings.dmPelsHeight = windowHeight;           // screen height
        dmScreenSettings.dmBitsPerPel = windowBits;             // bits per pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        // 
        if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        {
            // setting display mode failed, switch to windowed
            MessageBox(NULL, "Display mode failed", NULL, MB_OK);
            fullscreen = FALSE; 
        }
    }

    if (fullscreen)                             // Are We Still In Fullscreen Mode?
    {
        dwExStyle=WS_EX_APPWINDOW;                  // Window Extended Style
        dwStyle=WS_POPUP;                       // Windows Style
        ShowCursor(FALSE);                      // 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

    // class registered, so now create our window
    









^^ This is the source immediately following the windowclass definitions. As i see it i have two options, to create a modeless dialog box which takes precedence over the window, and changes the values before the actual window is created. that was a failure. The 2nd one is to create a dialog box at the inception from the wm_create msg and according to the choices change the values, I did that. But now i cant seem to update the changes to my main window. I know we have the UpdateWindow(handle to window) but if it is right, where do i place it?
BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
    switch(Message)
    {
        case WM_INITDIALOG:

        return TRUE;
        case WM_COMMAND:
            switch(LOWORD(wParam))
            {
                case ID1:
                    EndDialog(hwnd, ID1);
                break;
                case ID2:
                    EndDialog(hwnd, ID2);
                break;
            }
        break;
        default:
            return FALSE;
    }
    return TRUE;
}








^^Creating the dialog box.And ending it when a choice has been selected.

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    static HDC hDC;
    static HGLRC hRC;
    int height, width;

    // dispatch messages
    switch (uMsg)
    {   
    case WM_COMMAND:
break;
	
	
	case WM_CREATE:
		{
            int ret = DialogBox(GetModuleHandle(NULL), 
                MAKEINTRESOURCE(IDD_SCREEN), hWnd, AboutDlgProc);
            if(ret == ID1){
                fullscreen=false;
				UpdateWindow(NULL);
            }
            else if(ret == ID2){
                fullscreen=true;
				UpdateWindow(NULL);
            }
            else if(ret == -1){
                MessageBox(hWnd, "Dialog failed!", "Error",
                    MB_OK | MB_ICONINFORMATION);
            }
        }









^^where I do my processing within the main window msging function. I used UpdateWindow(NULL) in hopes that null refers to the parent window. Or is my fullscreen code constraining it, I don't get a thing of that particular thing, so bear with me. // I've finally looked up changedisplaysettings and DEVMODE, so I think that code is pretty much a unit. Don't think this is at fault. entire source:
#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN

#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "resource.h"

#include "CGfxOpenGL.h"

bool exiting = false;
long windowWidth = 800;
long windowHeight = 600;
long windowBits = 32;
bool fullscreen=false;
HDC hDC;
//HWND g_hToolbar = NULL;

CGfxOpenGL *g_glRender = NULL;

BOOL CALLBACK AboutDlgProc(HWND hwnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
    switch(Message)
    {
        case WM_INITDIALOG:

        return TRUE;
        case WM_COMMAND:
            switch(LOWORD(wParam))
            {
                case ID1:
                    EndDialog(hwnd, ID1);
                break;
                case ID2:
                    EndDialog(hwnd, ID2);
                break;
            }
        break;
        default:
            return FALSE;
    }
    return TRUE;
}



void SetupPixelFormat(HDC hDC)
{
    int pixelFormat;

    PIXELFORMATDESCRIPTOR pfd =
    {   
        sizeof(PIXELFORMATDESCRIPTOR),  // size
            1,                          // version
            PFD_SUPPORT_OPENGL |        // OpenGL window
            PFD_DRAW_TO_WINDOW |        // render to window
            PFD_DOUBLEBUFFER,           // support double-buffering
            PFD_TYPE_RGBA,              // color type
            32,                         // prefered color depth
            0, 0, 0, 0, 0, 0,           // color bits (ignored)
            0,                          // no alpha buffer
            0,                          // alpha bits (ignored)
            0,                          // no accumulation buffer
            0, 0, 0, 0,                 // accum bits (ignored)
            16,                         // depth buffer
            0,                          // no stencil buffer
            0,                          // no auxiliary buffers
            PFD_MAIN_PLANE,             // main layer
            0,                          // reserved
            0, 0, 0,                    // no layer, visible, damage masks
    };

    pixelFormat = ChoosePixelFormat(hDC, &pfd);
    SetPixelFormat(hDC, pixelFormat, &pfd);
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
    static HDC hDC;
    static HGLRC hRC;
    int height, width;

    // dispatch messages
    switch (uMsg)
    {   
    case WM_COMMAND:
break;
	
	
	case WM_CREATE:
		{
            int ret = DialogBox(GetModuleHandle(NULL), 
                MAKEINTRESOURCE(IDD_SCREEN), hWnd, AboutDlgProc);
            if(ret == ID1){
                fullscreen=false;
				UpdateWindow(NULL);
            }
            else if(ret == ID2){
                fullscreen=true;
				UpdateWindow(NULL);
            }
            else if(ret == -1){
                MessageBox(hWnd, "Dialog failed!", "Error",
                    MB_OK | MB_ICONINFORMATION);
            }
        }
// window creation
    
        // Other menu commands...
               
		{
		hDC = GetDC(hWnd);
        SetupPixelFormat(hDC);
        //SetupPalette();
        hRC = wglCreateContext(hDC);
        wglMakeCurrent(hDC, hRC);
        break;
	}
    case WM_DESTROY:            // window destroy
    case WM_QUIT:
    case WM_CLOSE:                  // windows is closing

        // deselect rendering context and delete it
        wglMakeCurrent(hDC, NULL);
        wglDeleteContext(hRC);

        // send WM_QUIT to message queue
        PostQuitMessage(0);
        break;

    case WM_SIZE:
        height = HIWORD(lParam);        // retrieve width and height
        width = LOWORD(lParam);

        g_glRender->SetupProjection(width, height);

        break;

    case WM_ACTIVATEAPP:        // activate app
        break;

    case WM_PAINT:              // paint
        PAINTSTRUCT ps;
        BeginPaint(hWnd, &ps);
        EndPaint(hWnd, &ps);
        break;

    case WM_LBUTTONDOWN:        // left mouse button
        break;

    case WM_RBUTTONDOWN:        // right mouse button
        break;

    case WM_MOUSEMOVE:          // mouse movement
        break;

    case WM_LBUTTONUP:          // left button release
        break;

    case WM_RBUTTONUP:          // right button release
        break;

    case WM_KEYUP:
        break;

    case WM_KEYDOWN:
        int fwKeys;
        LPARAM keyData;
        fwKeys = (int)wParam;    // virtual-key code 
        keyData = lParam;          // key data 

        switch(fwKeys)
        {
        case VK_ESCAPE:
            PostQuitMessage(0);
            break;
        default:
            break;
        }

        break;

    default:
        break;
    }
    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
    WNDCLASSEX windowClass;     // window class
    HWND       hwnd;            // window handle
    MSG        msg;             // message
    DWORD      dwExStyle;       // Window Extended Style
    DWORD      dwStyle;         // Window Style
    RECT       windowRect;

    g_glRender = new CGfxOpenGL;

    windowRect.left=(long)0;                        // Set Left Value To 0
    windowRect.right=(long)windowWidth; // Set Right Value To Requested Width
    windowRect.top=(long)0;                         // Set Top Value To 0
    windowRect.bottom=(long)windowHeight;   // Set Bottom Value To Requested Height

    // fill out the window class structure
    windowClass.cbSize          = sizeof(WNDCLASSEX);
    windowClass.style           = CS_HREDRAW | CS_VREDRAW;
    windowClass.lpfnWndProc     = WndProc;
    windowClass.cbClsExtra      = 0;
    windowClass.cbWndExtra      = 0;
    windowClass.hInstance       = hInstance;
    windowClass.hIcon           = LoadIcon(NULL, IDI_APPLICATION);  // default icon
    windowClass.hCursor         = LoadCursor(NULL, IDC_ARROW);      // default arrow
    windowClass.hbrBackground   = NULL;                             // don't need background
    windowClass.lpszMenuName    = NULL;                             // no menu
    windowClass.lpszClassName   = "GLClass";
    windowClass.hIconSm         = LoadIcon(NULL, IDI_WINLOGO);      // windows logo small icon

    // register the windows class
    if (!RegisterClassEx(&windowClass))
        return 0;

    if (fullscreen)                             // fullscreen?
    {
        DEVMODE dmScreenSettings;                   // device mode
        memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
        dmScreenSettings.dmSize = sizeof(dmScreenSettings); 
        dmScreenSettings.dmPelsWidth = windowWidth;         // screen width
        dmScreenSettings.dmPelsHeight = windowHeight;           // screen height
        dmScreenSettings.dmBitsPerPel = windowBits;             // bits per pixel
        dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

        // 
        if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
        {
            // setting display mode failed, switch to windowed
            MessageBox(NULL, "Display mode failed", NULL, MB_OK);
            fullscreen = FALSE; 
        }
    }

    if (fullscreen)                             // Are We Still In Fullscreen Mode?
    {
        dwExStyle=WS_EX_APPWINDOW;                  // Window Extended Style
        dwStyle=WS_POPUP;                       // Windows Style
        ShowCursor(FALSE);                      // 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

    // class registered, so now create our window
    
	
	
      
	    hwnd = CreateWindowEx(NULL,                                 // extended style
        "GLClass",                          // class name
        "OpenGL Application",      // app name
        dwStyle | WS_CLIPCHILDREN |
        WS_CLIPSIBLINGS,
        0, 0,                               // x,y coordinate
        windowRect.right - windowRect.left,
        windowRect.bottom - windowRect.top, // width, height
        NULL,                               // handle to parent
        NULL,                               // handle to menu
        hInstance,                          // application instance
        NULL);    
		
		
		// no extra params

    hDC = GetDC(hwnd);

    // check if window creation failed (hwnd would equal NULL)
    if (!hwnd)
        return 0;

    ShowWindow(hwnd, SW_SHOW);          // display the window
    UpdateWindow(hwnd);                 // update the window

    g_glRender->Init();

	

    while (!exiting)
    {
        g_glRender->Prepare(0.0f);
        g_glRender->Render();
        SwapBuffers(hDC);

        while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
        {
            if (!GetMessage (&msg, NULL, 0, 0))
            {
                exiting = true;
                break;
            }

            TranslateMessage (&msg);
            DispatchMessage (&msg);
			UpdateWindow(hwnd);
        }
    }

    delete g_glRender;

    if (fullscreen)
    {
        ChangeDisplaySettings(NULL,0);          // If So Switch Back To The Desktop
        ShowCursor(TRUE);                       // Show Mouse Pointer
    }

    return (int)msg.wParam;
}










I used/created a resource template for the box layout. Help would be much appreciated! [Edited by - IwikiwI on August 17, 2008 6:51:48 AM]

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