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Directx 9 full screen mode not working (on vista)

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I originally posted this in the Directx - Xna forum - but someone said that wasn't the right place - I'm guessing this is.... I'm working my way through Jonathan Harbour's Beginning Game Programming - everything was going great until I hit the end of chapter 5 - where you create a full screen window. The windowed mode worked fine but when I made the changes to the code and ran it in fullscreen mode all that happens is a white rectangle appears (it's size depends on the width and height parameters) and hitting escape does nothing. I also did the first part of chapter 6 which is supposed to have the moving rectangle around the window - but nothing... same white rectangle. I'm not getting any errors - anyone have any ideas? I should mention I have Vista - and fairly new computer (about a year old) - video card is gforce 8800... I guess I should insert the code... #include <d3d9.h> #include <time.h> #define APPTITLE "Direct3D_Windowed" #define SCREEN_WIDTH 1920 #define SCREEN_HEIGHT 1200 //keyboard stuff #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT CALLBACK WinProc(HWND,UINT,WPARAM,LPARAM); ATOM MyRegisterClass(HINSTANCE); int Game_Init(HWND); void Game_Run(HWND); void Game_End(HWND); LPDIRECT3D9 d3d = NULL; LPDIRECT3DDEVICE9 d3ddev = NULL; LPDIRECT3DSURFACE9 backbuffer = NULL; LPDIRECT3DSURFACE9 surface = NULL; LRESULT WINAPI WinProc(HWND hWnd, UINT msg,WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_DESTROY: Game_End(hWnd); PostQuitMessage(0); break; } return DefWindowProc(hWnd,msg,wParam,lParam); } ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)WinProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL,IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = APPTITLE; wc.hIconSm = NULL; return RegisterClassEx(&wc); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; MyRegisterClass(hInstance); HWND hWnd; hWnd = CreateWindow( APPTITLE, APPTITLE, WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL); if(!hWnd) return FALSE; ShowWindow(hWnd,nCmdShow); UpdateWindow(hWnd); int done = 0; while (!done) { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message == WM_QUIT) { MessageBox(hWnd,"Received WM_QUIT message", "WinMain", MB_OK); done = 1; } TranslateMessage(&msg); DispatchMessage(&msg); } else Game_Run(hWnd); } return msg.wParam; } int Game_Init(HWND hwnd) { HRESULT result; MessageBox(hwnd,"Program is about to start","Game_Init",MB_OK); d3d = Direct3DCreate9(D3D_SDK_VERSION); if(d3d == NULL) { MessageBox(hwnd,"Error initalizing Direct3D","Error",MB_OK); return 0; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp,sizeof(d3dpp)); d3dpp.Windowed = FALSE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_R5G6B5; d3dpp.BackBufferCount = 1; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.hDeviceWindow = hwnd; d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); if (d3ddev == NULL) { MessageBox(hwnd,"Error creating Direct3D device","Error", MB_OK); } srand(time(NULL)); d3ddev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0); d3ddev->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&backbuffer); result = d3ddev->CreateOffscreenPlainSurface( 100, 100, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL); if (!result) return 1; return 1; } void Game_Run(HWND hwnd) { RECT rect; int r,g,b; if (d3ddev == NULL) return; d3ddev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,255,255),1.0F,0); if (d3ddev->BeginScene()) { r = rand() % 255; g = rand() % 255; b = rand() % 255; d3ddev->ColorFill(surface,NULL,D3DCOLOR_XRGB(r,g,b)); rect.left = rand() % SCREEN_WIDTH/2; rect.right = rect.left + rand() % SCREEN_WIDTH/2; rect.top = rand() % SCREEN_HEIGHT; rect.bottom = rect.top + rand() % SCREEN_HEIGHT/2; d3ddev->StretchRect(surface,NULL,backbuffer,&rect,D3DTEXF_NONE); d3ddev->EndScene(); } d3ddev->Present(NULL,NULL,NULL,NULL); //check for exit if (KEY_DOWN(VK_ESCAPE)) PostMessage(hwnd,WM_DESTROY,0,0); } void Game_End(HWND hwnd) { MessageBox(hwnd,"Program is about to end","Game_End",MB_OK); surface->Release(); if (d3ddev != NULL) d3ddev->Release(); if (d3d != NULL) d3d->Release(); }

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