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Diffstat (limited to 'examples/14.Win32Window/main.cpp')
-rw-r--r-- | examples/14.Win32Window/main.cpp | 263 |
1 files changed, 0 insertions, 263 deletions
diff --git a/examples/14.Win32Window/main.cpp b/examples/14.Win32Window/main.cpp deleted file mode 100644 index 183381b..0000000 --- a/examples/14.Win32Window/main.cpp +++ /dev/null @@ -1,263 +0,0 @@ -/** Example 014 Win32 Window
-
-This example only runs under MS Windows and demonstrates that Irrlicht can
-render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
-too.
-
-In the beginning, we create a windows window using the windows API. I'm not
-going to explain this code, because it is windows specific. See the MSDN or a
-windows book for details.
-*/
-
-#include <irrlicht.h>
-#ifndef _IRR_WINDOWS_
-#error Windows only example
-#else
-#include <windows.h> // this example only runs with windows
-#include <iostream>
-#include "driverChoice.h"
-#include "exampleHelper.h"
-
-using namespace irr;
-
-#ifdef _MSC_VER
-#pragma comment(lib, "irrlicht.lib")
-#endif
-
-HWND hOKButton;
-HWND hWnd;
-
-static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
- WPARAM wParam, LPARAM lParam)
-{
- switch (message)
- {
- case WM_COMMAND:
- {
- HWND hwndCtl = (HWND)lParam;
- int code = HIWORD(wParam);
-
- if (hwndCtl == hOKButton)
- {
- DestroyWindow(hWnd);
- PostQuitMessage(0);
- return 0;
- }
- }
- break;
- case WM_DESTROY:
- PostQuitMessage(0);
- return 0;
-
- }
-
- return DefWindowProc(hWnd, message, wParam, lParam);
-}
-
-
-/*
- Now ask for the driver and create the Windows specific window.
-*/
-int main()
-{
- // ask user for driver
- video::E_DRIVER_TYPE driverType=driverChoiceConsole();
- if (driverType==video::EDT_COUNT)
- return 1;
-
- printf("Select the render window (some dead window may exist too):\n"\
- " (a) Window with button (via CreationParam)\n"\
- " (b) Window with button (via beginScene)\n"\
- " (c) Own Irrlicht window (default behavior)\n"\
- " (otherKey) exit\n\n");
-
- char key;
- std::cin >> key;
- if (key != 'a' && key != 'b' && key != 'c')
- return 1;
-
- HINSTANCE hInstance = 0;
- // create dialog
-
- const fschar_t* Win32ClassName = __TEXT("CIrrlichtWindowsTestDialog");
-
- WNDCLASSEX wcex;
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = (WNDPROC)CustomWndProc;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = DLGWINDOWEXTRA;
- wcex.hInstance = hInstance;
- wcex.hIcon = NULL;
- wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
- wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW);
- wcex.lpszMenuName = 0;
- wcex.lpszClassName = Win32ClassName;
- wcex.hIconSm = 0;
-
- RegisterClassEx(&wcex);
-
- DWORD style = WS_SYSMENU | WS_BORDER | WS_CAPTION |
- WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_MAXIMIZEBOX | WS_MINIMIZEBOX | WS_SIZEBOX;
-
- int windowWidth = 440;
- int windowHeight = 380;
-
- hWnd = CreateWindow( Win32ClassName, __TEXT("Irrlicht Win32 window example"),
- style, 100, 100, windowWidth, windowHeight,
- NULL, NULL, hInstance, NULL);
-
- RECT clientRect;
- GetClientRect(hWnd, &clientRect);
- windowWidth = clientRect.right;
- windowHeight = clientRect.bottom;
-
- // create ok button
-
- hOKButton = CreateWindow(__TEXT("BUTTON"), __TEXT("OK - Close"), WS_CHILD | WS_VISIBLE | BS_TEXT,
- windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL);
-
- // create some text
-
- CreateWindow(__TEXT("STATIC"), __TEXT("This is Irrlicht running inside a standard Win32 window.\n")\
- __TEXT("Also mixing with MFC and .NET Windows.Forms is possible."),
- WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
-
- // create window to put irrlicht in
-
- HWND hIrrlichtWindow = CreateWindow(__TEXT("BUTTON"), __TEXT(""),
- WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
- 50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
- video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
-
- /*
- So now that we have some window, we can create an Irrlicht device
- inside of it. We use Irrlicht createEx() function for this. We only
- need the handle (HWND) to that window, set it as windowsID parameter
- and start up the engine as usual. That's it.
- */
- // create irrlicht device in the button window
-
- irr::SIrrlichtCreationParameters param;
- param.DriverType = driverType;
- if (key=='a')
- param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow);
-
- irr::IrrlichtDevice* device = irr::createDeviceEx(param);
-
- // setup a simple 3d scene
-
- irr::scene::ISceneManager* smgr = device->getSceneManager();
- video::IVideoDriver* driver = device->getVideoDriver();
-
- if (driverType==video::EDT_OPENGL)
- {
- HDC HDc=GetDC(hIrrlichtWindow);
- PIXELFORMATDESCRIPTOR pfd={0};
- pfd.nSize=sizeof(PIXELFORMATDESCRIPTOR);
- int pf = GetPixelFormat(HDc);
- DescribePixelFormat(HDc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
- pfd.dwFlags |= PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
- pfd.cDepthBits=16;
- pf = ChoosePixelFormat(HDc, &pfd);
- SetPixelFormat(HDc, pf, &pfd);
- videodata.OpenGLWin32.HDc = HDc;
- videodata.OpenGLWin32.HRc=wglCreateContext(HDc);
- wglShareLists((HGLRC)driver->getExposedVideoData().OpenGLWin32.HRc, (HGLRC)videodata.OpenGLWin32.HRc);
- }
- scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
- cam->setTarget(core::vector3df(0,0,0));
-
- scene::ISceneNodeAnimator* anim =
- smgr->createFlyCircleAnimator(core::vector3df(0,15,0), 30.0f);
- cam->addAnimator(anim);
- anim->drop();
-
- scene::ISceneNode* cube = smgr->addCubeSceneNode(20);
-
- const io::path mediaPath = getExampleMediaPath();
-
- cube->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
- cube->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
- cube->setMaterialFlag( video::EMF_LIGHTING, false );
- cube->setMaterialType( video::EMT_REFLECTION_2_LAYER );
-
- smgr->addSkyBoxSceneNode(
- driver->getTexture(mediaPath + "irrlicht2_up.jpg"),
- driver->getTexture(mediaPath + "irrlicht2_dn.jpg"),
- driver->getTexture(mediaPath + "irrlicht2_lf.jpg"),
- driver->getTexture(mediaPath + "irrlicht2_rt.jpg"),
- driver->getTexture(mediaPath + "irrlicht2_ft.jpg"),
- driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
-
- // This shows that we can render to multiple windows within one application
- device->getGUIEnvironment()->addStaticText(core::stringw("Second screen render").c_str(),core::recti(0,0,200,200));
-
- // show and execute dialog
-
- ShowWindow(hWnd , SW_SHOW);
- UpdateWindow(hWnd);
-
- // do message queue
-
- /*
- Now the only thing missing is the drawing loop using
- IrrlichtDevice::run(). We do this as usual. But instead of this, there
- is another possibility: You can also simply use your own message loop
- using GetMessage, DispatchMessage and whatever. Calling
- Device->run() will cause Irrlicht to dispatch messages internally too.
- You need not call Device->run() if you want to do your own message
- dispatching loop, but Irrlicht will not be able to fetch user input
- then and you have to do it on your own using the window messages,
- DirectInput, or whatever.
- */
-
- while (device->run())
- {
- driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0), 1.f, 0, videodata);
- smgr->drawAll();
- driver->endScene();
- if (key=='b')
- {
- driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
- device->getGUIEnvironment()->drawAll();
- driver->endScene();
- }
- }
-
- /*
- The alternative, own message dispatching loop without Device->run()
- would look like this:
- */
-
- /*MSG msg;
- while (true)
- {
- if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
-
- if (msg.message == WM_QUIT)
- break;
- }
-
- // advance virtual time
- device->getTimer()->tick();
-
- // draw engine picture
- driver->beginScene(true, true, 0, (key=='c')?hIrrlichtWindow:0);
- smgr->drawAll();
- driver->endScene();
- }*/
-
- device->closeDevice();
- device->drop();
-
- return 0;
-}
-#endif // if windows
-
-/*
-That's it, Irrlicht now runs in your own windows window.
-**/
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