Probleme de systeme de coordonnées fenetre [openGL] - C++ - Programmation
Marsh Posté le 20-09-2003 à 16:26:06
IceTeaPeche a écrit : Kikoo, |
Comment veux-tu que l'on ait envie de t'aider si ton code donne déjà mal aux yeux !
Essaie de coder ca proprement, utilise la balise : [cpp][/cpp] et reviens qd ca sera fait.
Sinon, essaie des forums anglais ou spécialisés dans l'OpenGL, tu auras bien plus vite des réponces à tes questions.
Marsh Posté le 20-09-2003 à 16:52:04
ouais puis les repompe de nehegamedev spa tres bien
vaut mieux tout faire soi meme
Marsh Posté le 20-09-2003 à 19:56:25
Je suis desolé les gars, c'est clair que c'est tres moche
pis pour les repompage de nehe ze l'avais dit que ct pompé de tutoriaux :S ct po pour etre mechant que j'ai fait ca.
dslé tous
Marsh Posté le 20-09-2003 à 23:07:31
IceTeaPeche a écrit : Je suis desolé les gars, c'est clair que c'est tres moche |
Personne ne t'en veux mais comprends que pour nous c'est plus simple de pouvoir t'aider si tous nous apparaît clair comme de l'eau de roche
On n'a pas forcément envie de devoir tous décoder.
Pour ton problème, si je comprends bien, tu désires travailler avec les valeurs de la résolution de ton écran plutôt que de travailler avec les valeurs de -1 à 1 ???
Si c'est le cas, je te conseille vivement de travailler avec les échelles de -1 à 1 car c'est beaucoup plus trigonométrique.
Marsh Posté le 21-09-2003 à 00:58:49
pas envie de lire ton code. Les mettres dans les balises CPP c deja un point, et ensuite ne mettre que le code relevant est aussi interessant. On s'en fout des tes routines de load BMP
Citation : parceque quand je dois placer mon texte avec une commande du genre glRasterPos2d(426/640, 125/480) c'est imbuvable et en plus ca marche pas.. |
fait une fonction qui te mappe 0..640 et -1;1 et basta
et d'ailleurs 426/640, ca renvoie 0
Marsh Posté le 21-09-2003 à 22:37:03
deja 128/480 ca renvoie 0 chez moi....
128.0f/480.0f c'est deja mieux
Marsh Posté le 22-09-2003 à 02:43:27
ché pas :
Code :
|
un truc dans ce gôut là...
Marsh Posté le 22-09-2003 à 03:36:32
surtout qu'OpenGL gere deja les transformations (2D comme 3D)
Mais bon c'est vrai que c'est compliqué..
LeGreg
Marsh Posté le 20-09-2003 à 15:46:18
Kikoo,
je vous jure bientot je poserai plus de questions et je répondrai meme aux questions openGL !!
Cette fois ci c'est un pb niveau des systemes de coordonées. Je définit ma fenetre en 640 x 480, mais ma fenetre est affichée entre les coordonées (-1,-1), (1,1). J'aimerai travailler dans (0,0) , (640,480) parceque quand je dois placer mon texte avec une commande du genre glRasterPos2d(426/640, 125/480) c'est imbuvable et en plus ca marche pas...
je joins l'integralité du code meme si c'est codé comme un porc avec des tutoriaux et des ajouts de moi meme.
Merci de votre aide
//Inclusion de librairie Externe
#pragma comment (lib, "glaux.lib" )
#pragma comment (lib, "glu32.lib" )
#pragma comment (lib, "glut32.lib" )
#pragma comment (lib, "openGL32.lib" )
#include <stdio.h>
#include <stdlib.h>
#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include "glaux.h" // Header File For The Glaux Library
#include "glut.h" // Header de Glut
#define FONT_HEIGHT 16
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
unsigned baseList;
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLuint texture[1]; //texture de fond
unsigned JoueurCourant;
HFONT hFont;
HFONT hPrevFont;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
/*******************************************/
/* Move2dText() */
/* */
/* Positionne le texte en 2d */
/* */
/*******************************************/
void Move2dText(int x, int y)
{
glPushAttrib(GL_TRANSFORM_BIT | GL_VIEWPORT_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
y = 480 - FONT_HEIGHT - y;
glViewport(x-1, y-1, 0, 0);
glRasterPos4f(0, 0, 0, 1);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
/*******************************************/
/* glText2d() */
/* */
/* Affiche le texte en 2d */
/* */
/*******************************************/
void glText2d(int x, int y, const char *chaine, ...)
{
char texte[256];
va_list argsPtr;
va_start(argsPtr, chaine);
vsprintf(texte, chaine, argsPtr);
va_end(argsPtr);
Move2dText(x, y);
glPushAttrib(GL_LIST_BIT);
glListBase(baseList);
glCallLists(strlen(texte), GL_UNSIGNED_BYTE, texte);
glPopAttrib();
}
/*******************************************/
/* CreateNewFont() */
/* */
/* Creation de la font */
/* */
/*******************************************/
unsigned CreateNewFont(LPSTR nom, int hauteur)
{
baseList = glGenLists(256);
hFont = CreateFont(hauteur,
0,
0,
0,
FALSE,
TRUE,
TRUE,
TRUE,
ANSI_CHARSET,
OUT_TT_PRECIS,
CLIP_DEFAULT_PRECIS,
ANTIALIASED_QUALITY,
FF_DONTCARE|DEFAULT_PITCH, nom);
hPrevFont = (HFONT)SelectObject(hDC, hFont);
wglUseFontBitmaps(hDC, 0, 255, baseList);
return baseList;
}
/*******************************************/
/* LoadBMP() */
/* */
/* Charge le bitmap de la texture */
/* */
/*******************************************/
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r" ); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
/*******************************************/
/* LoadGLTextures() */
/* */
/* Charge la texture elle meme */
/* */
/*******************************************/
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("textures/fond.bmp" ))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create Three Textures
// Create Nearest Filtered Texture
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
/*******************************************/
/* ResizeGLScene () */
/* */
/* Redraw la fenetre */
/* */
/*******************************************/
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective (45,(float)width/(float)height,1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/*******************************************/
/* InitGL() */
/* */
/* Routines d'initialisation */
/* */
/*******************************************/
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glEnable(GL_TEXTURE_2D);
if (!LoadGLTextures())
{
return 0;
}
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
JoueurCourant = 1;
baseList = CreateNewFont("Verdana", FONT_HEIGHT);
return TRUE; // Initialization Went OK
}
/*******************************************/
/* DrawGLScene() */
/* */
/* equivalent de Display() */
/* */
/*******************************************/
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
GLfloat white[3] = {1.0, 1.0, 1.0 };
GLfloat black[3] = {0.0, 0.0, 0.0 };
glClear(GL_COLOR_BUFFER_BIT ); // Clear Screen And Depth Buffer
glBindTexture(GL_TEXTURE_2D, texture[0]);
glViewport(-1, -1, 0, 0);
glRasterPos4f(0, 0, 0, 1);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glBegin(GL_POLYGON); //Dessine le truc
glTexCoord2i(0, 1);glVertex2i(-1, 1);
glTexCoord2i(1, 1);glVertex2i(1, 1);
glTexCoord2i(1, 0);glVertex2i(1 , -1);
glTexCoord2i(0, 0);glVertex2i(-1, -1);
glEnd();
glText2d(0, 125, "Valeur courante de JoueurCourant : %u",JoueurCourant);
/*glColor3fv(white);
glRasterPos2d(-(1-21/640),-(1-142/480));
glColor3fv(black);
switch(JoueurCourant)
{
case 1:
drawString("JOUEUR UN" );
break;
case 2:
drawString("JOUEUR DEUX" );
break;
case 3:
drawString("JOUEUR TROIS" );
break;
case 4:
drawString("JOUEUR QUATRE" );
break;
case 5:
drawString("JOUEUR CINQ" );
break;
case 6:
drawString("JOUEUR SIX" );
break;
default :
drawString("INCOGNITO" );
break;
}
glColor3fv(white);*/
glFlush(); //Flush
return TRUE; // Everything Went OK
}
/*******************************************/
/* KillGLWindow() */
/* */
/* Pour femer la fenetre */
/* */
/*******************************************/
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
glDeleteLists(baseList, 256);
SelectObject(hDC, hPrevFont);
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}
/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
/*******************************************/
/* CreateGLWindow() */
/* */
/* Crée la fenetre openGL */
/* */
/*******************************************/
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = "OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","Poker 1.0",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // Return 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
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
640, // Calculate Window Width
480, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
/*******************************************/
/* WndProc() */
/* */
/* Gestionnaire de message */
/* */
/*******************************************/
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
/*******************************************/
/* WinMain() */
/* */
/* Fonction principale */
/* */
/*******************************************/
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow("Poker 1.0",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if (active) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}
if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("Poker 1.0",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
---------------
Se souvenir des belles choses...