Thread: Dialog Will not appear?

  1. #1
    Registered User
    Join Date
    Jul 2003

    Dialog Will not appear?

    For some reason my dialog box doesn't appear can anyone help me figure out why

    Here is a code excerpt:
    / INCLUDES ///////////////////////////////////////////////
    #define INITGUID       // make sure all the COM interfaces are available
                           // instead of this you can include the .LIB file
                           // DXGUID.LIB
    #define WIN32_LEAN_AND_MEAN  
    #include <windows.h>   // include important windows stuff
    #include <windowsx.h> 
    #include <mmsystem.h>
    #include <iostream.h> // include important C/C++ stuff
    #include <conio.h>
    #include <stdlib.h>
    #include <malloc.h>
    #include <memory.h>
    #include <string.h>
    #include <stdarg.h>
    #include <stdio.h> 
    #include <math.h>
    #include <io.h>
    #include <fcntl.h>
    #include <ddraw.h>  // directX includes
    #include <dsound.h>
    #include <dmksctrl.h>
    #include <dmusici.h>
    #include <dmusicc.h>
    #include <dmusicf.h>
    #include <dinput.h>
    #include "t3dlib1.h" // game library includes
    #include "t3dlib2.h"
    #include "t3dlib3.h"
    #include "resource.h"
    // DEFINES ////////////////////////////////////////////////
    // defines for windows interface
    #define WINDOW_CLASS_NAME "WIN3DCLASS"  // class name
    #define WINDOW_TITLE      "T3D Graphics Console Ver 2.0"
    #define WINDOW_WIDTH      640   // size of window
    #define WINDOW_HEIGHT     480
    #define WINDOW_BPP        16    // bitdepth of window (8,16,24 etc.)
                                    // note: if windowed and not
                                    // fullscreen then bitdepth must
                                    // be same as system bitdepth
                                    // also if 8-bit the a pallete
                                    // is created and attached
    #define WINDOWED_APP      1     // 0 not windowed, 1 windowed
    // PROTOTYPES /////////////////////////////////////////////
    // game console
    int Game_Init(void *parms=NULL);
    int Game_Shutdown(void *parms=NULL);
    int Game_Main(void *parms=NULL);
    // GLOBALS ////////////////////////////////////////////////
    HWND main_window_handle           = NULL; // save the window handle
    HINSTANCE main_instance           = NULL; // save the instance
    char buffer[256];                          // used to print text
    // FUNCTIONS //////////////////////////////////////////////
    LRESULT CALLBACK WindowProc(HWND hwnd, 
    						    UINT msg, 
                                WPARAM wparam, 
                                LPARAM lparam)
    // this is the main message handler of the system
    PAINTSTRUCT	ps;		   // used in WM_PAINT
    HDC			hdc;	   // handle to a device context
    // what is the message 
    	case WM_CREATE: 
    		// do initialization stuff here
    		} break;
        case WM_PAINT:
             // start painting
             hdc = BeginPaint(hwnd,&ps);
             // end painting
            } break;
    	case WM_DESTROY: 
    		// kill the application			
    		} break;
        } // end switch
    // process any messages that we didn't take care of 
    return (DefWindowProc(hwnd, msg, wparam, lparam));
    } // end WinProc
    BOOL CALLBACK PeerToPeerDialogProc(HWND hwnd,UINT msg,WPARAM wparam,LPARAM lparam)
    	switch (msg)
    		case WM_INITDIALOG:
    			return TRUE;
    		case WM_COMMAND:
    				case IDC_BUTTON1:
    				case IDCANCEL:
    					 return TRUE;
    	return FALSE;
    // WINMAIN ////////////////////////////////////////////////
    int WINAPI WinMain(	HINSTANCE hinstance,
    					HINSTANCE hprevinstance,
    					LPSTR lpcmdline,
    					int ncmdshow)
    // this is the winmain function
    WNDCLASSEX winclass; // this will hold the class we create
    HWND	   hwnd;	 // generic window handle
    MSG		   msg;		 // generic message
    HDC        hdc;      // graphics device context
    // first fill in the window class stucture
    winclass.cbSize         = sizeof(WNDCLASSEX);			= CS_DBLCLKS | CS_OWNDC | 
                              CS_HREDRAW | CS_VREDRAW;
    winclass.lpfnWndProc	= WindowProc;
    winclass.cbClsExtra		= 0;
    winclass.cbWndExtra		= 0;
    winclass.hInstance		= hinstance;
    winclass.hIcon			= LoadIcon(NULL, IDI_APPLICATION);
    winclass.hCursor		= LoadCursor(NULL, IDC_ARROW); 
    winclass.hbrBackground	= (HBRUSH)GetStockObject(BLACK_BRUSH);
    winclass.lpszMenuName	= NULL;
    winclass.lpszClassName	= WINDOW_CLASS_NAME;
    winclass.hIconSm        = LoadIcon(NULL, IDI_APPLICATION);
    // register the window class
    if (!RegisterClassEx(&winclass))
    // create the window
    if (!(hwnd = CreateWindowEx(NULL,              // extended style
                                WINDOW_CLASS_NAME, // class
    						    WINDOW_TITLE, // title
    					 	    0,0,	  // initial x,y
    						    WINDOW_WIDTH,WINDOW_HEIGHT,  // initial width, height
    						    NULL,	  // handle to parent 
    						    NULL,	  // handle to menu
    						    hinstance,// instance of this application
    						    NULL)))   // extra creation parms
    // save the window handle and instance in a global
    main_window_handle = hwnd;
    main_instance      = hinstance;
    // resize the window so that client is really width x height
    // now resize the window, so the client area is the actual size requested
    // since there may be borders and controls if this is going to be a windowed app
    // if the app is not windowed then it won't matter
    RECT window_rect = {0,0,WINDOW_WIDTH-1,WINDOW_HEIGHT-1};
    // make the call to adjust window_rect
         GetMenu(main_window_handle) != NULL,
    // save the global client offsets, they are needed in DDraw_Flip()
    window_client_x0 = -window_rect.left;
    window_client_y0 =;
    // now resize the window with a call to MoveWindow()
               0, // x position
               0, // y position
               window_rect.right - window_rect.left, // width
               window_rect.bottom -, // height
    // show the window, so there's no garbage on first render
    //ShowWindow(main_window_handle, SW_SHOW);
    ShowWindow(main_window_handle, SW_SHOW);
    } // end if windowed
    // perform all game console specific initialization
    DialogBox(main_instance,TEXT ("PeerToPeer"),main_window_handle,PeerToPeerDialogProc);
    // enter main event loop
    	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
    		// test if this is a quit
            if (msg.message == WM_QUIT)
    		// translate any accelerator keys
    		// send the message to the window proc
    		} // end if
        // main game processing goes here
    	} // end while
    // shutdown game and release all resources
    // return to Windows like this
    } // end WinMain

  2. #2
    Registered User
    Join Date
    Jul 2003
    I got it to work but now it will not close.
    I changed to this line
    DialogBox(main_instance,MAKEINTRESOURCE(IDD_DIALOG PEERTOPEER),main_window_handle,PeerToPeerDialogPro c);

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