Thread: 6 measly errors

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  1. #1
    Sanity is for the weak! beene's Avatar
    Join Date
    Jul 2006
    Posts
    321
    i have went back over and included a winmain() and stff... but now i get 4 errors...

    Code:
     error C2065: 'FILE' : undeclared identifier
    Code:
    error C2065: 'File' : undeclared identifier
    Code:
    error C3861: 'fopen': identifier not found
    Code:
    error C3861: 'fclose': identifier not found
    Here is the edited code:

    Code:
    #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 <gl\glaux.h>		// Header File For The Glaux Library
    
    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
    
    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    light;
    BOOL    lp;
    BOOL    fp;
    
    GLfloat	xrot;									
    GLfloat	yrot;									
    GLfloat xspeed;								
    GLfloat yspeed;									
    GLfloat	z=-5.0f;
    
    GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; 
    GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
    GLfloat LightPosition[]= { 0.0f, 0.0f, 2.0f, 1.0f };
    
    GLuint	filter;									
    GLuint	texture[3];				
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    
    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
    }
    
    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("Data/Crate.bmp"))
    	{
    		Status=TRUE;							        // Set The Status To TRUE
    		glGenTextures(3, &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); // ( NEW )
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST); // ( NEW )
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    		// Create Linear Filtered Texture
    		glBindTexture(GL_TEXTURE_2D, texture[1]);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
    		// Create MipMapped Texture
    		glBindTexture(GL_TEXTURE_2D, texture[2]);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); // (NEW)
    		gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); // ( NEW )
    	}
    
    	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
    }
    
    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
    
    	// Calculate The Aspect Ratio Of The Window
    	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
    
    	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
    	glLoadIdentity();									// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
    {
    	if (!LoadGLTextures())							    // Jump To Texture Loading Routine
    	{
    		return FALSE;							        // If Texture Didn't Load Return FALSE
    	}
    
        glEnable(GL_TEXTURE_2D);						    // Enable Texture Mapping
    	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
    	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
    	glClearDepth(1.0f);									// Depth Buffer Setup
    	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
    	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
    	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
        glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		// Setup The Ambient Light
        glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);		// Setup The Diffuse Light
        glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	// Position The Light
    	glEnable(GL_LIGHT1);							    // Enable Light One
    	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
    	glLoadIdentity();	                                // Reset The Current Modelview Matrix
        
    	glTranslatef(0.0f,0.0f,z);						    // Translate Into/Out Of The Screen By z
    
    	glRotatef(xrot,1.0f,0.0f,0.0f);						// Rotate On The X Axis By xrot
    	glRotatef(yrot,0.0f,1.0f,0.0f);						// Rotate On The Y Axis By yrot
    
        glBindTexture(GL_TEXTURE_2D, texture[filter]);		// Select A Texture Based On filter
    
    	glBegin(GL_QUADS);							        // Start Drawing Quads
    
    	// Front Face
    	glNormal3f( 0.0f, 0.0f, 1.0f);					// Normal Pointing Towards Viewer
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Point 1 (Front)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Point 2 (Front)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Point 3 (Front)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Point 4 (Front)
    	// Back Face
    	glNormal3f( 0.0f, 0.0f,-1.0f);					// Normal Pointing Away From Viewer
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Point 1 (Back)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Point 2 (Back)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Point 3 (Back)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Point 4 (Back)
    	// Top Face
    	glNormal3f( 0.0f, 1.0f, 0.0f);					// Normal Pointing Up
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Point 1 (Top)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Point 2 (Top)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Point 3 (Top)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Point 4 (Top)
    	// Bottom Face
    	glNormal3f( 0.0f,-1.0f, 0.0f);					// Normal Pointing Down
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Point 1 (Bottom)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Point 2 (Bottom)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Point 3 (Bottom)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Point 4 (Bottom)
    	// Right face
    	glNormal3f( 1.0f, 0.0f, 0.0f);					// Normal Pointing Right
    	glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);	// Point 1 (Right)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);	// Point 2 (Right)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);	// Point 3 (Right)
    	glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);	// Point 4 (Right)
    	// Left Face
    	glNormal3f(-1.0f, 0.0f, 0.0f);					// Normal Pointing Left
    	glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);	// Point 1 (Left)
    	glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);	// Point 2 (Left)
    	glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);	// Point 3 (Left)
    	glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);	// Point 4 (Left)
        glEnd();								            // Done Drawing Quads
    	xrot+=xspeed;								        // Add xspeed To xrot
    	yrot+=yspeed;								        // Add yspeed To yrot
    	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
    	}
    }
    
    /*	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)	*/
     
    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?","NeHe GL",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
    								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
    	{
    		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
    			{
    				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);
    }
    
    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("Beene's OpenGL Framework",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['L'] && !lp)			// L Key Being Pressed Not Held?
    				    {
    					    lp=TRUE;				    // lp Becomes TRUE
    					    light=!light;				// Toggle Light TRUE/FALS
    					    if (!light)				    // If Not Light
    					    {
    						    glDisable(GL_LIGHTING);	// Disable Lighting
    					    }
    					    else					    // Otherwise
    					    {
    						    glEnable(GL_LIGHTING);	// Enable Lighting
    					    }
    				    }
    				    if (!keys['L'])					// Has L Key Been Released?
    				    {
    					    lp=FALSE;				    // If So, lp Becomes FALSE
    				    }
    				    if (keys['F'] && !fp)			// Is F Key Being Pressed?
    				    {
    					    fp=TRUE;				    // fp Becomes TRUE
    					    filter+=1;				    // filter Value Increases By One
    					    if (filter>2)				// Is Value Greater Than 2?
    					    {
    						    filter=0;			    // If So, Set filter To 0
    					    }
    				    }
    				    if (!keys['F'])					// Has F Key Been Released?
    				    {
    					    fp=FALSE;				    // If So, fp Becomes FALSE
    				    }
    				    if (keys[VK_PRIOR])				// Is Page Up Being Pressed?
    				    {
    					    z-=0.02f;				    // If So, Move Into The Screen
    				    }
    				    if (keys[VK_NEXT])				// Is Page Down Being Pressed?
    				    {
    					    z+=0.02f;				    // If So, Move Towards The Viewer
    				    }
    				    if (keys[VK_UP])				// Is Up Arrow Being Pressed?
    				    {
    					    xspeed-=0.01f;				// If So, Decrease xspeed
    				    }
    				    if (keys[VK_DOWN])				// Is Down Arrow Being Pressed?
    				    {
    					    xspeed+=0.01f;				// If So, Increase xspeed
    				    }
    				    if (keys[VK_RIGHT])				// Is Right Arrow Being Pressed?
    				    {
    					    yspeed+=0.01f;				// If So, Increase yspeed
    				    }
    				    if (keys[VK_LEFT])				// Is Left Arrow Being Pressed?
    				    {
    					    yspeed-=0.01f;				// If So, Decrease yspeed
    				    }
    				    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("NeHe's Textures, Lighting & Keyboard Tutorial",640,480,16,fullscreen))
    					    {
    						    return 0;			// Quit If Window Was Not Created
    					    }
    				    }
    				}
    			}
    
    			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("Beene's OpenGL Framework",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    Sorry if my post was to long.

  2. #2
    MFC killed my cat! manutd's Avatar
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