irrlicht/examples/14.Win32Window/main.cpp

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// this example only runs in windows and demonstrates that Irrlicht
// can run inside a win32 window.
#include <irrlicht.h>
#ifndef _IRR_WINDOWS_
#error Windows only example
#else
#include <windows.h> // this example only runs with windows
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);
}
int main()
//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hpre, LPSTR cmd, int cc)
{
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);
// create irrlicht device in the button window
irr::SIrrlichtCreationParameters param;
param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow); // hColorButton
param.DriverType = video::EDT_OPENGL;
irr::IrrlichtDevice* device = irr::createDeviceEx(param);
// setup a simple 3d scene
irr::scene::ISceneManager* smgr = device->getSceneManager();
video::IVideoDriver* driver = device->getVideoDriver();
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
// Instead of this, 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);
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);
smgr->drawAll();
driver->endScene();
}*/
device->closeDevice();
device->drop();
return 0;
}
#endif // if windows