Created
March 4, 2013 22:10
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An OpenGL Window rendering a pyramid and a cube, based off of Nehe's OpenGL Tutorial and run on Visual Studio 2012 Express Edition. For some reason, the window is able to render the objects in full-screen mode but not in windowed mode. To switch between display modes, click F1.
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#include "stdafx.h" | |
// include the basic windows header file | |
#include <windows.h> | |
#include <windowsx.h> | |
#include <GL/GL.h> | |
#include <GL/GLU.h> | |
#pragma comment(lib, "OpenGL32.lib") | |
#pragma comment(lib, "GlU32.lib") | |
#define SCREEN_WIDTH 1366 | |
#define SCREEN_HEIGHT 768 | |
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 | |
GLvoid ReSizeGLScene(GLsizei width, GLsizei height); // Resize And Initialize The GL | |
int InitGL(GLvoid); // All Setup For OpenGL Goes Here | |
int DrawGLScene(GLvoid); // Here's Where We Do All The Drawing | |
GLvoid KillGLWindow(GLvoid); // Properly Kill The Window | |
BOOL CreateGLWindow(LPCWSTR title, int width, int height, int bits, bool fullscreenflag); | |
HGLRC hRC = NULL; // Permanent Rendering Context | |
HDC hDC = NULL; // Private GDI Device 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 | |
GLfloat rtri; // Angle For The Triangle | |
GLfloat rquad; // Angle For The Quad | |
// the entry point for any Windows program | |
int WINAPI WinMain(HINSTANCE hInstance, // Instance | |
HINSTANCE hPrevInstance, // Previous Instance | |
LPSTR lpCmdLine, // Command Line Parameters | |
int nCmdShow) // Window Show State | |
{ | |
MSG msg; // Window Message Structure | |
bool done = FALSE; // Bool Variable To Exit Loop | |
// Ask The User Which Screen Mode They Prefer | |
if (MessageBox(NULL, L"Would You Like To Run in Fullscreen Mode?", L"Start FullScreen?", | |
MB_YESNO | MB_ICONQUESTION) == IDNO) | |
{ | |
fullscreen = FALSE; // Windowed Mode | |
} | |
// Create Our OpenGL Window | |
if (!CreateGLWindow(L"OpenGL Color Tutorial", SCREEN_WIDTH, SCREEN_HEIGHT, 16, fullscreen)) | |
{ | |
return 0; // Quit If Window Was Not Created | |
} | |
// Enter the infinite message loop | |
while(!done) | |
{ | |
// Check to see if any messages are waiting in the queue | |
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { | |
if (msg.message == WM_QUIT) { // Have We Received A Quit Message? | |
done = TRUE; // If So done = TRUE | |
} | |
else { // If Not, Deal With Windows Messages | |
// translate keystroke messages into the right format | |
TranslateMessage(&msg); | |
// send the message to the WindowProc function | |
DispatchMessage(&msg); | |
} | |
} | |
else { // If There Are No Messages | |
if (active) { // Program Active? | |
if(keys[VK_ESCAPE]) { // Was ESC Pressed? | |
done = TRUE; // ESC Signaled A Quit | |
} | |
else { // Not Time To Quit, Update Screen | |
DrawGLScene(); // Draw The Scene | |
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(L"OpenGL Color Tutorial", SCREEN_WIDTH, SCREEN_HEIGHT, 16, fullscreen)) { | |
return 0; // Quit If Window Was Not Created | |
} | |
} | |
} | |
} | |
// Shutdown | |
KillGLWindow(); // Kill The Window | |
// return this part of the WM_QUIT message to Windows | |
return (msg.wParam); // Exit The Program | |
} | |
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL | |
{ | |
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 | |
// 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 | |
{ | |
glShadeModel(GL_SMOOTH); // Enables Smooth Shading | |
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background | |
glClearDepth(1.0f); // Depth Buffer Setup | |
glEnable(GL_DEPTH_TEST); // Enables Depth Testing | |
glDepthFunc(GL_LEQUAL); // The Type of Depth Test To Do | |
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations | |
return TRUE; // Initializeation Went OK | |
} | |
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing | |
{ | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The screen And The Depth Buffer | |
glLoadIdentity(); // Reset The Current Modelview Matrix | |
glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0 | |
glRotatef(rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis | |
glBegin(GL_TRIANGLES); // Drawing Using Triangles | |
glColor3f(1.0f, 0.0f, 0.0f); // Red | |
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle | |
glColor3f(0.0f, 1.0f, 0.0f); // Green | |
glVertex3f(-1.0f, -1.0f, 1.0f); /// Left Of Triangle | |
glColor3f(0.0f, 0.0f, 1.0f); // Blue | |
glVertex3f(1.0f, -1.0f, 1.0f); // Right Of Triangle | |
glColor3f(1.0f, 0.0f, 0.0f); // Red | |
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle | |
glColor3f(0.0f, 0.0f, 1.0f); // Blue | |
glVertex3f(1.0f, -1.0f, 1.0f); /// Left Of Triangle | |
glColor3f(0.0f, 1.0f, 0.0f); // Green | |
glVertex3f(1.0f, -1.0f, -1.0f); // Right Of Triangle | |
glColor3f(1.0f, 0.0f, 0.0f); // Red | |
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle | |
glColor3f(0.0f, 1.0f, 0.0f); // Green | |
glVertex3f(1.0f, -1.0f, -1.0f); /// Left Of Triangle | |
glColor3f(0.0f, 0.0f, 1.0f); // Blue | |
glVertex3f(-1.0f, -1.0f, -1.0f); // Right Of Triangle | |
glColor3f(1.0f, 0.0f, 0.0f); // Red | |
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle | |
glColor3f(0.0f, 0.0f, 1.0f); // Blue | |
glVertex3f(-1.0f, -1.0f, -1.0f); /// Left Of Triangle | |
glColor3f(0.0f, 1.0f, 0.0f); // Green | |
glVertex3f(-1.0f, -1.0f, 1.0f); // Right Of Triangle | |
glEnd(); // Finished Drawing The Triangle | |
glLoadIdentity(); // Reset The Current Modelview Matrix | |
glTranslatef(1.5f, 0.0f, -6.0f); // From Right Point Move Right 3 Units | |
glRotatef(rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis | |
glBegin(GL_QUADS); // Draw A Quad | |
glColor3f(0.0f, 1.0f, 0.0f); // Set The Color To Green | |
glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top) | |
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left of The Quad (Top) | |
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top) | |
glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top) | |
glColor3f(1.0f, 0.5f, 0.0f); // Set The Color To Green | |
glVertex3f(1.0f, -1.0f, 1.0f); // Top Right Of The Quad (Bottom) | |
glVertex3f(-1.0f, -1.0f, 1.0f); // Top Left of The Quad (Bottom) | |
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom) | |
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Bottom) | |
glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red | |
glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front) | |
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left of The Quad (Front) | |
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad (Front) | |
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Front) | |
glColor3f(1.0f, 1.0f, 0.0f); // Set The Color To Yellow | |
glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Back) | |
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left of The Quad (Back) | |
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Back) | |
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back) | |
glColor3f(0.0f, 0.0f, 1.0f); // Set The Color To Blue | |
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left) | |
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left of The Quad (Left) | |
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left) | |
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Left) | |
glColor3f(1.0f, 0.0f, 1.0f); // Set The Color To Violet | |
glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Right) | |
glVertex3f(1.0f, 1.0f, -1.0f); // Top Left of The Quad (Right) | |
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Right) | |
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Right) | |
glEnd(); // Done Drawing The Quad | |
rtri += 0.2f; // Increase The Rotation Variable For The Triangle | |
rquad -= 0.15f; // Decrease The Rotation Variable For The Quad | |
return TRUE; // Keep going | |
} | |
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, L"Release Of DC And RC Failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); | |
} | |
if (!wglDeleteContext(hRC)) { // Are We Able To Delete The RC? | |
MessageBox(NULL, L"Release Rendering Context Failed.", L"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, L"Release Device Context Failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); | |
hDC = NULL; | |
} | |
if (hWnd && !DestroyWindow(hWnd)) { // Are We Able To Destroy The Window? | |
MessageBox(NULL, L"Could Not Release hWnd.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); | |
hWnd = NULL; // Set hWnd To NULL | |
} | |
if (!UnregisterClass(L"OpenGL", hInstance)) { // Are We Able To Unregister Class | |
MessageBox(NULL, L"Could Not Unregister Class.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); | |
hInstance = NULL; // Set hInstance To NULL | |
} | |
} | |
BOOL CreateGLWindow(LPCWSTR 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 Move, And Own DC For Window | |
wc.lpfnWndProc = (WNDPROC) WndProc; // WndPrc 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 = L"OpenGL"; // Set The Class Name | |
if (!RegisterClass(&wc)) { // Attempt To Register The Window Class | |
MessageBox(NULL, L"Failed To Register The Window Class.", L"ERROR", MB_OK | MB_ICONEXCLAMATION); | |
return FALSE; // Exit And 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 (MessageBox(NULL, L"The Requested Fullscreen Mode Is Not Supported By Your Video Card. Use Windowed Mode Instead?", | |
L"OpenGL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES) { | |
fullscreen = FALSE; // Select Windowed Mode (Fullscreen = FALSE) | |
} | |
else { | |
// Pop Up A Message Box Letting User Know The Program Is Closing. | |
MessageBox(NULL, L"Program Will Now Close.", L"ERROR", MB_OK | MB_ICONSTOP); | |
return FALSE; // Exit And 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 | |
if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window | |
L"OpenGL", // Class Name | |
title, // Window Title | |
WS_CLIPSIBLINGS | // Required Window Style | |
WS_CLIPCHILDREN | // Required Window Style | |
dwStyle, // Selected Window Style | |
0, 0, // Window Position | |
WindowRect.right - WindowRect.left, // Calculate Adjusted Window Width | |
WindowRect.bottom - WindowRect.top, // Calculate Adjusted Window Height | |
NULL, // No Parent Window | |
NULL, // No Menu | |
hInstance, // Instance | |
NULL))) { // Don't Pass Anything To WM_CREATE | |
KillGLWindow(); // Reset The Display | |
MessageBox(NULL, L"Window Creation Error.", L"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, // 16 Bit 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, L"Can't Create A GL Device Context.", L"ERROR", MB_OK | MB_ICONEXCLAMATION); | |
return FALSE; | |
} | |
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) { // Did Windows Find a Matching Pixel Format? | |
KillGLWindow(); // Reset The Display | |
MessageBox(NULL, L"Can't Find A Suitable PixelFormat.", L"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, L"Can't Set The PixelFormat.", L"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, L"Can't Create A GL Rendering Context.", L"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, L"Can't Activate The GL Rendering Context.", L"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 ur Perspective GL Screen | |
if (!InitGL()) { // Initialize Our Newly Created GL Window | |
KillGLWindow(); // Reset The Display | |
MessageBox(NULL, L"Initialization Failed.", L"ERROR", MB_OK | MB_ICONEXCLAMATION); | |
return FALSE; // Return FALSE | |
} | |
return TRUE; // Success | |
} | |
// the WindowProc function prototype | |
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: // Is A Key Being Release? | |
{ | |
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 Message To DefWindowProc | |
return DefWindowProc(hWnd, uMsg, wParam, lParam); | |
} | |
/* | |
// this is the main message handler for the program | |
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) | |
{ | |
// sort through and find what code to run for the message given | |
switch(message) | |
{ | |
// this message is read when the window is closed | |
case WM_DESTROY: | |
{ | |
// close the application entirely | |
PostQuitMessage(0); | |
return 0; | |
} break; | |
} | |
// Handle any messages the switch statement didn't | |
return DefWindowProc (hWnd, message, wParam, lParam); | |
} |
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