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Darkan_Fireblade

i can't figure thst out please help!

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why does my window close when i run it. the code compiled and linked just fine so why des it not open here is the code #include <windows.h> // windows header file #include <d3d8.h> // direct 3D header file // thease are constants for designing the window const int WINDOW_HEIGHT = 640; const int WINDOW_WIDTH = 480; const int WINDOW_X = 0; const int WINDOW_Y = 0; const char *WINDOW_TITLE="Raja''s Window"; const char *WINDOW_CLASS_NAME="Raja''s Window"; // some variables for the handels to the window HINSTANCE g_hInst; HWND g_hWnd; // another variable for fullscreen mode bool g_bFullscreen; // More variabels and pointers but these are for direct X IDirect3D8 *g_pDirect3D; IDirect3DDevice8 *g_pDevice; // a vary important time and finger saver variabe // for you techies its a variable to hold function call results HRESULT g_hr; //the first function for direct 3D and if statement bool Direct3DInit() { g_pDirect3D=Direct3DCreate8(D3D_SDK_VERSION); if (g_pDirect3D==NULL) return false; D3DDISPLAYMODE displayMode; // structure to hold display mode info if(g_bFullscreen==false) { g_hr=g_pDirect3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &displayMode); if(FAILED(g_hr)) return false; } else // stuff for Fullscreen Mode { displayMode.Width=WINDOW_WIDTH; displayMode.Height=WINDOW_HEIGHT; displayMode.RefreshRate=0; displayMode.Format=D3DFMT_X8R8G8B8; } // this stuff is to tell direct 3D how to display stuff he he D3DPRESENT_PARAMETERS presentParameters; memset(&presentParameters, 0, sizeof(D3DPRESENT_PARAMETERS)); // this stuff is for the message box that comes up if the user says no then... if(g_bFullscreen==false) { presentParameters.Windowed = TRUE; // set windowed to true } else // otherwise { presentParameters.Windowed = FALSE; // set windowed to false } // tells Direct 3D to display the graphics the quickest way presentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD; presentParameters.BackBufferFormat = displayMode.Format; presentParameters.BackBufferWidth = displayMode.Width; presentParameters.BackBufferHeight = displayMode.Height; // create device g_hr=g_pDirect3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &presentParameters, &g_pDevice ); if(FAILED(g_hr)) // if it failed... return false; } // next Function void DrawScene() { //clear the screen g_pDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0,0), 1.0f, 0 ); // make it so we can draw stuff g_pDevice->EndScene(); // Tell it to display stuff on to the screen // for techie put the stuff thats on the backbuffer onto the screen! g_pDevice->Present(NULL, NULL, NULL, NULL); } void Direct3DRelease() { // release the device if(g_pDevice) g_pDevice->Release(); g_pDevice=NULL; // release the Direct3D object if(g_pDirect3D) g_pDirect3D->Release(); g_pDirect3D=NULL; } // The Direct X Stuff ends HERE! BOO HOO! // The Windows Message Processing Function LRESULT CALLBACK WndProc(HWND wpHWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: { PostQuitMessage(0); return 0; } break; default:break; } return DefWindowProc(wpHWnd, msg, wParam, lParam); } // the main windows function int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { // two very important veriables WNDCLASSEX winClass; MSG msg; // set are global HINSTANCE to the one we get passed g_hInst=hInstance; // setup and register the window winClass.cbSize = sizeof(WNDCLASSEX); winClass.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winClass.lpfnWndProc = WndProc; winClass.cbClsExtra = 0; winClass.cbWndExtra = 0; winClass.hInstance = g_hInst; winClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); winClass.hCursor = LoadCursor(NULL, IDC_ARROW); winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winClass.lpszMenuName = NULL; winClass.lpszClassName = WINDOW_CLASS_NAME; winClass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if(!RegisterClassEx(&winClass)) return 0; // no wait this is the message box he he...oh boy if(MessageBox(NULL, "Would you like to run in Fullscreen Mode?", "Mode", MB_YESNO)==IDYES) g_bFullscreen=true; else g_bFullscreen=false; if(g_bFullscreen==false) { // if so than just windowed g_hWnd = CreateWindowEx(WS_EX_CLIENTEDGE, WINDOW_CLASS_NAME, WINDOW_TITLE, WS_SYSMENU | WS_BORDER | WS_CAPTION | WS_VISIBLE, WINDOW_X, WINDOW_Y, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, g_hInst, NULL); } else { // Now For Fullscreen ) g_hWnd = CreateWindowEx(NULL, WINDOW_CLASS_NAME, WINDOW_TITLE, WS_POPUP | WS_VISIBLE, WINDOW_X, WINDOW_Y, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, g_hInst, NULL); } // some error checking if (!g_hWnd) return 0; if(Direct3DInit()==false) { Direct3DRelease(); return 0; } // oh no th infinte loop while(1) { // windows message stuff while(PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); if (msg.message == WM_QUIT) break; } if(msg.message==WM_QUIT) break; //quit if the user presses a key if(GetAsyncKeyState(VK_ESCAPE)) PostQuitMessage(0); //draw the scene each frame DrawScene(); } Direct3DRelease(); return 0; } i hope you guys can help Sir Darkan Fireblade

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in the Direct3DInit() function you don''t have a default return path. So:

if(FAILED(g_hr) ) // if it failed...
return false;

return true; // Add this default return

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