From 393b5cd1dc438872af89d334ef6e5fcc59f27d47 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 17:24:39 +1000 Subject: Added Irrlicht 1.8, but without all the Windows binaries. --- .../irrlicht-1.8/examples/14.Win32Window/main.cpp | 251 +++++++++++++++++++++ 1 file changed, 251 insertions(+) create mode 100644 libraries/irrlicht-1.8/examples/14.Win32Window/main.cpp (limited to 'libraries/irrlicht-1.8/examples/14.Win32Window/main.cpp') diff --git a/libraries/irrlicht-1.8/examples/14.Win32Window/main.cpp b/libraries/irrlicht-1.8/examples/14.Win32Window/main.cpp new file mode 100644 index 0000000..33d111e --- /dev/null +++ b/libraries/irrlicht-1.8/examples/14.Win32Window/main.cpp @@ -0,0 +1,251 @@ +/** 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 +#ifndef _IRR_WINDOWS_ +#error Windows only example +#else +#include // this example only runs with windows +#include +#include "driverChoice.h" + +using namespace irr; + +#pragma comment(lib, "irrlicht.lib") + +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 char* Win32ClassName = "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, "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("BUTTON", "OK - Close", WS_CHILD | WS_VISIBLE | BS_TEXT, + windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL); + + // create some text + + CreateWindow("STATIC", "This is Irrlicht running inside a standard Win32 window.\n"\ + "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("BUTTON", "", + 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(hIrrlichtWindow); + + irr::IrrlichtDevice* device = irr::createDeviceEx(param); + if (!device) + return 1; + + // 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); + + cube->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp")); + cube->setMaterialTexture(1, driver->getTexture("../../media/water.jpg")); + cube->setMaterialFlag( video::EMF_LIGHTING, false ); + cube->setMaterialType( video::EMT_REFLECTION_2_LAYER ); + + smgr->addSkyBoxSceneNode( + driver->getTexture("../../media/irrlicht2_up.jpg"), + driver->getTexture("../../media/irrlicht2_dn.jpg"), + driver->getTexture("../../media/irrlicht2_lf.jpg"), + driver->getTexture("../../media/irrlicht2_rt.jpg"), + driver->getTexture("../../media/irrlicht2_ft.jpg"), + driver->getTexture("../../media/irrlicht2_bk.jpg")); + + // 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(true, true, 0, videodata); + smgr->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. +**/ -- cgit v1.1