Thread: OpenGL Window

  1. #1
    Yah. Morgul's Avatar
    Join Date
    Feb 2005
    Posts
    109

    OpenGL Window

    I am trying to make a game in OpenGL. When it comes to menus, I was having a hard time making buttons and stuff, and I knew that I would need listboxes and such. So, I decided to use a standard window for a menu. Now I know there are several different ways to do this. One would be to make a seperate window, to hide when I am playing the game, and show when I need it. I tried this at first, but came up with some errors I couldn't fix. So I decided to have it check a variable to see if it should create a opengl window, or a regular window when it was time to make the window, and then have it kill the window and make a new one with the changes to the variable whenever i wanted to switch windows (something like this is already being done when I try to switch from fullscreen to nonfullscreen and vice versa). This didn't work for me. So, I have come up with 2 new ways to do it. One is to just have the OpenGL window create the buttons in it for the menu and kill it for in the game. This seemed to me to be overly complicated and not necessary, along with the fact that I have tried something like this before and the buttons, edit boxes, etc look ugly so to speak. The second way is what I am now using. I create a child window for the opengl window that takes control of the window and has all the necessary stuff in it.

    I made changes and got it to compile with my new idea. I have it starting off in the OpenGL window. When I click the button to make it switch to the menu, it makes the cursor visible again (like it is supposed to), but the window doesnt appear. I know it isn't just not showing up, becuase the window isnt getting messages. Or maybe I have it messed up so that it won't get messages.

    My code (I have other files in the project but mostly they have to do with 3d models and aren't in use)

    Code:
    #include    <stdlib.h>
    #include	<windows.h>										// Header File For Windows
    #include	<stdio.h>										// Header File For Standard Input / Output
    #include	<stdarg.h>										// Header File For Variable Argument Routines
    #include	<string.h>										// Header File For String Management
    #include	<gl\gl.h>										// Header File For The OpenGL32 Library
    #include	<gl\glu.h>										// Header File For The GLu32 Library
    #include    "hdandn.hpp"
    
    HDC			hDC=NULL;										// Private GDI Device Context
    HGLRC		hRC=NULL;										// Permanent Rendering Context
    HWND		hWnd=NULL, menu=NULL;										// Holds Our Window Handle
    HINSTANCE	hInstance;										// Holds The Instance Of The Application
    
    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
    bool        ismenu = false;
    
    int         menuitem = 1;
    
    GLuint		base;											// Base Display List For The Font											// Structure Name
    
    TextureImage textures[1];									// Storage For One Texture
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);		// Declaration For WndProc
    LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);
    
    bool LoadTGA(TextureImage *texture, char *filename)			// Loads A TGA File Into Memory
    {    
    	GLubyte		TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0};	// Uncompressed TGA Header
    	GLubyte		TGAcompare[12];								// Used To Compare TGA Header
    	GLubyte		header[6];									// First 6 Useful Bytes From The Header
    	GLuint		bytesPerPixel;								// Holds Number Of Bytes Per Pixel Used In The TGA File
    	GLuint		imageSize;									// Used To Store The Image Size When Setting Aside Ram
    	GLuint		temp;										// Temporary Variable
    	GLuint		type=GL_RGBA;								// Set The Default GL Mode To RBGA (32 BPP)
    
    	FILE *file = fopen(filename, "rb");						// Open The TGA File
    
    	if(	file==NULL ||										// Does File Even Exist?
    		fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) ||	// Are There 12 Bytes To Read?
    		memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0				||	// Does The Header Match What We Want?
    		fread(header,1,sizeof(header),file)!=sizeof(header))				// If So Read Next 6 Header Bytes
    	{
    		if (file == NULL)									// Did The File Even Exist? *Added Jim Strong*
    			return false;									// Return False
    		else
    		{
    			fclose(file);									// If Anything Failed, Close The File
    			return false;									// Return False
    		}
    	}
    
    	texture->width  = header[1] * 256 + header[0];			// Determine The TGA Width	(highbyte*256+lowbyte)
    	texture->height = header[3] * 256 + header[2];			// Determine The TGA Height	(highbyte*256+lowbyte)
        
     	if(	texture->width	<=0	||								// Is The Width Less Than Or Equal To Zero
    		texture->height	<=0	||								// Is The Height Less Than Or Equal To Zero
    		(header[4]!=24 && header[4]!=32))					// Is The TGA 24 or 32 Bit?
    	{
    		fclose(file);										// If Anything Failed, Close The File
    		return false;										// Return False
    	}
    
    	texture->bpp	= header[4];							// Grab The TGA's Bits Per Pixel (24 or 32)
    	bytesPerPixel	= texture->bpp/8;						// Divide By 8 To Get The Bytes Per Pixel
    	imageSize		= texture->width*texture->height*bytesPerPixel;	// Calculate The Memory Required For The TGA Data
    
    	texture->imageData=(GLubyte *)malloc(imageSize);		// Reserve Memory To Hold The TGA Data
    
    	if(	texture->imageData==NULL ||							// Does The Storage Memory Exist?
    		fread(texture->imageData, 1, imageSize, file)!=imageSize)	// Does The Image Size Match The Memory Reserved?
    	{
    		if(texture->imageData!=NULL)						// Was Image Data Loaded
    			free(texture->imageData);						// If So, Release The Image Data
    
    		fclose(file);										// Close The File
    		return false;										// Return False
    	}
    
    	for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel)		// Loop Through The Image Data
    	{														// Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
    		temp=texture->imageData[i];							// Temporarily Store The Value At Image Data 'i'
    		texture->imageData[i] = texture->imageData[i + 2];	// Set The 1st Byte To The Value Of The 3rd Byte
    		texture->imageData[i + 2] = temp;					// Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
    	}
    
    	fclose (file);											// Close The File
    
    	// Build A Texture From The Data
    	glGenTextures(1, &texture[0].texID);					// Generate OpenGL texture IDs
    
    	glBindTexture(GL_TEXTURE_2D, texture[0].texID);			// Bind Our Texture
    	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);	// Linear Filtered
    	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);	// Linear Filtered
    	
    	if (texture[0].bpp==24)									// Was The TGA 24 Bits
    	{
    		type=GL_RGB;										// If So Set The 'type' To GL_RGB
    	}
    
    	glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
    
    	return true;											// Texture Building Went Ok, Return True
    }
    
    GLvoid BuildFont(GLvoid)									// Build Our Font Display List
    {
    	base=glGenLists(256);									// Creating 256 Display Lists
    	glBindTexture(GL_TEXTURE_2D, textures[0].texID);		// Select Our Font Texture
    	for (int loop1=0; loop1<256; loop1++)					// Loop Through All 256 Lists
    	{
    		float cx=float(loop1%16)/16.0f;						// X Position Of Current Character
    		float cy=float(loop1/16)/16.0f;						// Y Position Of Current Character
    
    		glNewList(base+loop1,GL_COMPILE);					// Start Building A List
    			glBegin(GL_QUADS);								// Use A Quad For Each Character
    				glTexCoord2f(cx,1.0f-cy-0.0625f);			// Texture Coord (Bottom Left)
    				glVertex2d(0,16);							// Vertex Coord (Bottom Left)
    				glTexCoord2f(cx+0.0625f,1.0f-cy-0.0625f);	// Texture Coord (Bottom Right)
    				glVertex2i(16,16);							// Vertex Coord (Bottom Right)
    				glTexCoord2f(cx+0.0625f,1.0f-cy-0.001f);	// Texture Coord (Top Right)
    				glVertex2i(16,0);							// Vertex Coord (Top Right)
    				glTexCoord2f(cx,1.0f-cy-0.001f);			// Texture Coord (Top Left)
    				glVertex2i(0,0);							// Vertex Coord (Top Left)
    			glEnd();										// Done Building Our Quad (Character)
    			glTranslated(14,0,0);							// Move To The Right Of The Character
    		glEndList();										// Done Building The Display List
    	}														// Loop Until All 256 Are Built
    }
    
    GLvoid KillFont(GLvoid)										// Delete The Font From Memory
    {
    	glDeleteLists(base,256);								// Delete All 256 Display Lists
    }
    
    GLvoid glPrint(GLint x, GLint y, int set, const char *fmt, ...)	// Where The Printing Happens
    {
    	char		text[1024];									// Holds Our String
    	va_list		ap;											// Pointer To List Of Arguments
    
    	if (fmt == NULL)										// If There's No Text
    		return;												// Do Nothing
    
    	va_start(ap, fmt);										// Parses The String For Variables
    	    vsprintf(text, fmt, ap);							// And Converts Symbols To Actual Numbers
    	va_end(ap);												// Results Are Stored In Text
    
    	if (set>1)												// Did User Choose An Invalid Character Set?
    	{
    		set=1;												// If So, Select Set 1 (Italic)
    	}
    
    	glEnable(GL_TEXTURE_2D);								// Enable Texture Mapping
    	glLoadIdentity();										// Reset The Modelview Matrix
    	glTranslated(x,y,0);									// Position The Text (0,0 - Top Left)
    	glListBase(base-32+(128*set));							// Choose The Font Set (0 or 1)
    
    	glScalef(1.0f,2.0f,1.0f);								// Make The Text 2X Taller
    
    	glCallLists(strlen(text),GL_UNSIGNED_BYTE, text);		// Write The Text To The Screen
    	glDisable(GL_TEXTURE_2D);								// Disable Texture Mapping
    }
    
    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
    	}
    	glViewport(0,0,width,height);							// Reset The Current Viewport
    	glMatrixMode(GL_PROJECTION);							// Select The Projection Matrix
    	glLoadIdentity();										// Reset The Projection Matrix
    	glOrtho(0.0f,640,480,0.0f,-1.0f,1.0f);					// Create Ortho 640x480 View (0,0 At Top Left)
    	glMatrixMode(GL_MODELVIEW);								// Select The Modelview Matrix
    	glLoadIdentity();										// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)											// All Setup For OpenGL Goes Here
    {
    	if (!LoadTGA(&textures[0],"Data/Textures/Font.TGA"))				// Load The Font Texture
    	{
    		return false;										// If Loading Failed, Return False
    	}
    
    	BuildFont();											// Build The Font
    
    	glShadeModel(GL_SMOOTH);								// Enable Smooth Shading
    	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);					// Black Background
    	glClearDepth(1.0f);										// Depth Buffer Setup
    	glBindTexture(GL_TEXTURE_2D, textures[0].texID);		// Select Our Font Texture
    
    	return TRUE;											// Initialization Went OK
    }
    
    int DrawGLScene(GLvoid)										// Here's Where We Do All The Drawing
    {
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen And Depth Buffer
    
    	glColor3f(0.0f,1.0f,0.0f);								// Set Color To Bright Red
    	glPrint(50,16,1,"Day & Night");							// Display Renderer
    
    	glFlush();												// Flush The Rendering Pipeline
    	return TRUE;											// Everything Went OK
    }
    
    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
    	}
    
    	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
    	}
    
    	KillFont();												// Kill The Font
    }
     
    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?","Day & Night",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
    			{
    				fullscreen=FALSE;								// Windowed Mode Selected.  Fullscreen = FALSE
    			}
    			else												// Otherwise
    			{
    				// 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														// Otherwise
    	{
    		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
       	                            WindowRect.right-WindowRect.left,	// Calculate Window Width
                                    WindowRect.bottom-WindowRect.top,	// 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
    	    {
    		    fullscreen=true;
    		    KillGLWindow();											// Reset The Display
    		    MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
    		    return FALSE;											// Return FALSE
            }
    
    	return TRUE;												// Success
    }
    
    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												// Otherwise
    			{
    				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
    		}
    	}
    
    	return DefWindowProc(hWnd,uMsg,wParam,lParam);				// Pass All Unhandled Messages To DefWindowProc
    }
    
    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
    	fullscreen = true;
    	
    	WNDCLASSEX wincl;
    
        wincl.hInstance = hInstance;
        wincl.lpszClassName = "Menu";
        wincl.lpfnWndProc = WindowProcedure;
        wincl.style = CS_DBLCLKS;
        wincl.cbSize = sizeof (WNDCLASSEX);
    
        wincl.hIcon = LoadIcon (NULL, IDI_APPLICATION);
        wincl.hIconSm = LoadIcon (NULL, IDI_APPLICATION);
        wincl.hCursor = LoadCursor (NULL, IDC_ARROW);
        wincl.lpszMenuName = NULL;
        wincl.cbClsExtra = 0;
        wincl.cbWndExtra = 0;
        wincl.hbrBackground = (HBRUSH) COLOR_BACKGROUND + 3;
    
    	// Create Our OpenGL Window
    	if (!CreateGLWindow("Day & Night",640,480,16,fullscreen))
    	{
    		return 0;												// Quit If Window Was Not Created
    	}
    
    	while(!done)												// Loop That Runs While done=FALSE
    	{
            if(ismenu) {
                while (GetMessage (&msg, NULL, 0, 0))
                {
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
                break;
            }
            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
    			{
    				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 && !DrawGLScene()))	// Active?  Was There A Quit Received?
    			{
    				done=TRUE;										// ESC or DrawGLScene Signalled A Quit
    			}
    			else												// Not Time To Quit, Update Screen
    			{
    				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("Day & Night",640,480,16,fullscreen))
    					{
    						return 0;								// Quit If Window Was Not Created
    					}
    				}
    				if(keys[VK_ESCAPE]) {
                        keys[VK_ESCAPE]=false;							// If So Make Key FALSE
                        ismenu = !ismenu;
                        if(ismenu) {
                            ShowCursor(true);
                            menu = CreateWindow("Menu", "Day & Night", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, hWnd, NULL, GetModuleHandle(NULL), NULL);
                            ShowWindow(menu, SW_SHOW);
    	                    SetForegroundWindow(menu);									// Slightly Higher Priority
    	                    SetFocus(menu);												// Sets Keyboard Focus To The Window
                        }
                    }
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();												// Kill The Window
    	return (msg.wParam);										// Exit The Program
    }
    
    LRESULT CALLBACK WindowProcedure(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) {
        switch (message)
        {
            case WM_KEYDOWN:
                 switch(wParam) {
                     case VK_ESCAPE:
                          ShowCursor(false);
                          if (menu && !DestroyWindow(menu))						// Are We Able To Destroy The Window?
    	                  {
    		                  MessageBox(NULL,"Could Not Release menu.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
    		                  menu=NULL;											// Set hWnd To NULL
                          }
                          SetForegroundWindow(menu);									// Slightly Higher Priority
                          SetFocus(menu);
                          break;
                 }
                 break;
            case WM_DESTROY:
                PostQuitMessage (0);
                break;
            default:
                return DefWindowProc (hwnd, message, wParam, lParam);
        }
    
        return 0;
    }
    it cant be compiled without the font texture or the header file, if it is necessary to compile it, just ask and I'll post them. however, the parts for loading fonts can be commented out.

    Anyway, my question really is: Why does it not show the window? And is this the best way to go about making a menu?

    I am using Dev-cpp 4.9.9.2. Much of the OpenGL code is not mine, I am using it as a starting off point.
    Sic vis pacum para bellum. If you want peace, prepare for war.

  2. #2
    Yah. Morgul's Avatar
    Join Date
    Feb 2005
    Posts
    109
    If no one understands what I am asking, then how have other people done menus in OpenGL, especially ones that require long lists?
    Sic vis pacum para bellum. If you want peace, prepare for war.

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