Adding a console window to a Win32 app

This is a discussion on Adding a console window to a Win32 app within the Game Programming forums, part of the General Programming Boards category; http://www.halcyon.com/~ast/dload/guicon.htm This is very nice. Now you have a way to log information right from a DirectX app without adding ...

  1. #1
    Super Moderator VirtualAce's Avatar
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    Adding a console window to a Win32 app

    http://www.halcyon.com/~ast/dload/guicon.htm

    This is very nice. Now you have a way to log information right from a DirectX app without adding any extra classes. It allows you to write to the console window using printf(), fprintf(), and std::cout. It also redirects stdin and stderr.

    The best part is you don't have to call any Win32 console related functions.

  2. #2
    Hail to the king, baby. Akkernight's Avatar
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    COOL! o.o! I need this, couldn't figure the other stuff out xD Lemme give this a try
    And ultra thanks!
    Currently research OpenGL

  3. #3
    Hail to the king, baby. Akkernight's Avatar
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    YAY! It worked! Dude, you just put alot of frustration off me! Thanks!
    Currently research OpenGL

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    Very sweet! Thanks!

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    Cool, but in Visual Studio 2008 I just make my projects console projects, and add _WIN32 to my #defines. Then use GetModuleHandle(0) to get the hInstance. now I have a console application that can use win32 windows.

    Maybe I am missing something, but this works greats with my games.

  6. #6
    Registered User Codeplug's Avatar
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    If you use the console subsystem (linker option) then you always start with a console. A non-console subsystem can create a console only if it needs/wants to.

    Whatever meets your requirements.

    gg

  7. #7
    Dae
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    Yeah, console + GUI is awesome. You see commercial games have it enabled for debug during beta sometimes (Age of Conan).
    Warning: Have doubt in anything I post.

    GCC 4.5, Boost 1.40, Code::Blocks 8.02, Ubuntu 9.10 010001000110000101100101

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    I compile debug with _CONSOLE;_WIN32. Then build release with only _WIN32. So that code seems somewhat pointless to me, but to each their own.

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