2008-09-29 13:46:43 -07:00
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/** Example 014 Win32 Window
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This example only runs under MS Windows and demonstrates that Irrlicht can
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render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
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too.
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In the begining, we create a windows window using the windows API. I'm not
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going to explain this code, because it is windows specific. See the MSDN or a
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windows book for details.
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*/
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2007-05-20 11:03:49 -07:00
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#include <irrlicht.h>
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#ifndef _IRR_WINDOWS_
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#error Windows only example
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#else
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#include <windows.h> // this example only runs with windows
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using namespace irr;
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#pragma comment(lib, "irrlicht.lib")
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HWND hOKButton;
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HWND hWnd;
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static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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switch (message)
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{
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case WM_COMMAND:
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{
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HWND hwndCtl = (HWND)lParam;
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int code = HIWORD(wParam);
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if (hwndCtl == hOKButton)
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{
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DestroyWindow(hWnd);
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PostQuitMessage(0);
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return 0;
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}
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}
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break;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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int main()
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//int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hpre, LPSTR cmd, int cc)
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{
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HINSTANCE hInstance = 0;
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// create dialog
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const char* Win32ClassName = "CIrrlichtWindowsTestDialog";
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = (WNDPROC)CustomWndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = DLGWINDOWEXTRA;
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wcex.hInstance = hInstance;
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wcex.hIcon = NULL;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW);
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wcex.lpszMenuName = 0;
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wcex.lpszClassName = Win32ClassName;
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wcex.hIconSm = 0;
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RegisterClassEx(&wcex);
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DWORD style = WS_SYSMENU | WS_BORDER | WS_CAPTION |
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WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_MAXIMIZEBOX | WS_MINIMIZEBOX | WS_SIZEBOX;
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int windowWidth = 440;
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int windowHeight = 380;
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hWnd = CreateWindow( Win32ClassName, "Irrlicht Win32 window example",
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style, 100, 100, windowWidth, windowHeight,
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NULL, NULL, hInstance, NULL);
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RECT clientRect;
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GetClientRect(hWnd, &clientRect);
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windowWidth = clientRect.right;
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windowHeight = clientRect.bottom;
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// create ok button
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hOKButton = CreateWindow("BUTTON", "OK - Close", WS_CHILD | WS_VISIBLE | BS_TEXT,
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windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL);
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// create some text
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CreateWindow("STATIC", "This is Irrlicht running inside a standard Win32 window.\n"\
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"Also mixing with MFC and .NET Windows.Forms is possible.",
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WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
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// create window to put irrlicht in
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HWND hIrrlichtWindow = CreateWindow("BUTTON", "", WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
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50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
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2008-09-29 13:46:43 -07:00
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/*
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So now that we have some window, we can create an Irrlicht device
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inside of it. We use Irrlicht createEx() function for this. We only
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need the handle (HWND) to that window, set it as windowsID parameter
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and start up the engine as usual. That's it.
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*/
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2007-05-20 11:03:49 -07:00
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// create irrlicht device in the button window
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irr::SIrrlichtCreationParameters param;
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param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow); // hColorButton
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param.DriverType = video::EDT_OPENGL;
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irr::IrrlichtDevice* device = irr::createDeviceEx(param);
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// setup a simple 3d scene
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irr::scene::ISceneManager* smgr = device->getSceneManager();
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
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cam->setTarget(core::vector3df(0,0,0));
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scene::ISceneNodeAnimator* anim = smgr->createFlyCircleAnimator(core::vector3df(0,15,0), 30.0f);
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cam->addAnimator(anim);
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anim->drop();
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scene::ISceneNode* cube = smgr->addCubeSceneNode(20);
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cube->setMaterialTexture(0, driver->getTexture("../../media/wall.bmp"));
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cube->setMaterialTexture(1, driver->getTexture("../../media/water.jpg"));
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cube->setMaterialFlag( video::EMF_LIGHTING, false );
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cube->setMaterialType( video::EMT_REFLECTION_2_LAYER );
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smgr->addSkyBoxSceneNode(
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driver->getTexture("../../media/irrlicht2_up.jpg"),
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driver->getTexture("../../media/irrlicht2_dn.jpg"),
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driver->getTexture("../../media/irrlicht2_lf.jpg"),
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driver->getTexture("../../media/irrlicht2_rt.jpg"),
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driver->getTexture("../../media/irrlicht2_ft.jpg"),
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driver->getTexture("../../media/irrlicht2_bk.jpg"));
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// show and execute dialog
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ShowWindow(hWnd , SW_SHOW);
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UpdateWindow(hWnd);
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// do message queue
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2008-09-29 13:46:43 -07:00
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/*
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Now the only thing missing is the drawing loop using
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IrrlichtDevice::run(). We do this as usual. But instead of this, there
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is another possibility: You can also simply use your own message loop
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using GetMessage, DispatchMessage and whatever. Calling
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Device->run() will cause Irrlicht to dispatch messages internally too.
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You need not call Device->run() if you want to do your own message
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dispatching loop, but Irrlicht will not be able to fetch user input
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then and you have to do it on your own using the window messages,
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DirectInput, or whatever.
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*/
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2007-05-20 11:03:49 -07:00
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while (device->run())
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{
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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driver->endScene();
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}
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2008-09-29 13:46:43 -07:00
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/*
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The alternative, own message dispatching loop without Device->run()
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would look like this:
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*/
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2007-05-20 11:03:49 -07:00
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/*MSG msg;
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while (true)
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{
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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break;
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}
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// advance virtual time
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device->getTimer()->tick();
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// draw engine picture
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driver->beginScene(true, true, 0);
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smgr->drawAll();
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driver->endScene();
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}*/
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device->closeDevice();
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device->drop();
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return 0;
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}
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#endif // if windows
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2008-09-29 13:46:43 -07:00
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/*
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That's it, Irrlicht now runs in your own windows window.
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**/
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