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  • Using CreateWindow() to make additional Window on a thread - C

    - by Jamie Keeling
    Hello, I have a windows form that has a simple menu and performs a simple operation, I want to be able to create another windows form with all the functionality of a menu bar, message pump etc.. as a separate thread so I can then share the results of the operation to the second window. I.E. 1) Form A opens Form B opens as a separate thread 2)Form A performs operation 3)Form A passes results via memory to Form B 4)Form B display results I'm confused as to how to go about it, the main app runs fine but i'm not sure how to add a second window if the first one already exists. I think that using CreateWindow will allow me to make another window but again i'm not sure how to access the message pump so I can respond to certain events like WM_CREATE on the second window. I hope it makes sense. Thanks!

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  • Delphi - Message loop for Form created in DirectShow filter goes dead

    - by Robert Oschler
    I have a DirectShow filter created with Delphi Pro 6 and the DSPACK direct show library. I'm running under windows XP. I've tried creating the form dynamically when the container class for the DirectFilter has its constructor called, passing NIL into the constructor as the AOwner parameter (TMyForm.Create(nil) and then calling the Form's Show() method. The form does show but then appears to stop receiving windows messages because it never repaints and does not respond to input. As a test I then tried creating my own WndProc() and overriding the Form's WndProc(). My WndProc() did get called once but never again. I'm guessing it's because I'm a DLL and the context that I am running in is not "friendly" to the window message handler for the form; perhaps something to do with the thread that calls it or whatever. If someone could give me a tip on how to solve this or what the proper way to create a persistent window is from the context of a DirectShow filter I'd appreciate it. Note, as I said the window needs to be persistent so I can't create it as a Filter property page. Thanks, Robert

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  • Is it possible to create a sub window which will not deactivate the parent?

    - by Bob
    Normally when creating a sub window (WS_POPUP), the child window will become activate and the parent will become deactivated. However, with menus, both remain active. At least I am assuming the menu is active, it at least has focus. Example: Click on the file menu in notepad, the menu appears, yet the notepad window still looks active. Is it possible to mirror this behavior with either a window style or responding to a particular message? Thanks Another example: Combo boxes seem to show a subwindow, yet do not deactivate the window. And you can click on that subwindow, while still maintaining an activate main window. Any ideas on how to grab the class /style of that window?

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  • In QT 4.6 w/ Webkit: How to handle popup window requests (WebView::createWindow)?

    - by CM
    Hi all, I'm new to QT and have been trying to create a test browser. What I'm trying to do now is to handle js-based popup requests. After reading the QT documentation, I learned that I need to re-implement the QWebView::createWindow method to do just that. Now I've re-implemented this method, but it seems to be not called when I try to click a link that triggers a popup window. Can any one help me? Do I need to subclass both the WebView and WebPage classes? If so, how do I do that? I'm quite new to QT and I've done tons of searches and found nothing. Thank you all in advance for any hint and advice!

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  • LWJGL - Eclipse error [on hold]

    - by Zarkopafilis
    When I try to run my lwjgl project, an error pops . Here is the log file: # A fatal error has been detected by the Java Runtime Environment: # EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x6d8fcc0a, pid=5612, tid=900 # JRE version: 6.0_16-b01 Java VM: Java HotSpot(TM) Client VM (14.2-b01 mixed mode windows-x86 ) Problematic frame: V [jvm.dll+0xfcc0a] # If you would like to submit a bug report, please visit: http://java.sun.com/webapps/bugreport/crash.jsp # --------------- T H R E A D --------------- Current thread (0x016b9000): JavaThread "main" [_thread_in_vm, id=900, stack(0x00160000,0x001b0000)] siginfo: ExceptionCode=0xc0000005, reading address 0x00000000 Registers: EAX=0x00000000, EBX=0x00000000, ECX=0x00000006, EDX=0x00000000 ESP=0x001af4d4, EBP=0x001af524, ESI=0x016b9000, EDI=0x016b9110 EIP=0x6d8fcc0a, EFLAGS=0x00010246 Top of Stack: (sp=0x001af4d4) 0x001af4d4: 6da44bd8 016b9110 00000000 001af668 0x001af4e4: ffffffff 22200000 001af620 76ec39c2 0x001af4f4: 001af524 6d801086 0000000b 001afd34 0x001af504: 016b9000 016dd990 016b9000 00000000 0x001af514: 001af5f4 6d9ee000 6d9ef2f0 ffffffff 0x001af524: 001af58c 10008c85 016b9110 00000000 0x001af534: 00000000 000a0554 00000000 00000024 0x001af544: 00000000 00000000 001af6ac 00000000 Instructions: (pc=0x6d8fcc0a) 0x6d8fcbfa: e8 e8 d0 1d 08 00 8b 45 10 c7 45 d8 0b 00 00 00 0x6d8fcc0a: 8b 00 8b 48 08 0f b7 51 26 8b 40 0c 8b 4c 90 20 Stack: [0x00160000,0x001b0000], sp=0x001af4d4, free space=317k Native frames: (J=compiled Java code, j=interpreted, Vv=VM code, C=native code) V [jvm.dll+0xfcc0a] C [lwjgl.dll+0x8c85] C [USER32.dll+0x18876] C [USER32.dll+0x170f4] C [USER32.dll+0x1119e] C [ntdll.dll+0x460ce] C [USER32.dll+0x10e29] C [USER32.dll+0x10e84] C [lwjgl.dll+0x1cf0] j org.lwjgl.opengl.WindowsDisplay.createWindow(Lorg/lwjgl/opengl/DrawableLWJGL;Lorg/lwjgl/opengl/DisplayMode;Ljava/awt/Canvas;II)V+102 j org.lwjgl.opengl.Display.createWindow()V+71 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;Lorg/lwjgl/opengl/Drawable;Lorg/lwjgl/opengl/ContextAttribs;)V+72 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;)V+12 j org.lwjgl.opengl.Display.create()V+7 j zarkopafilis.koding.io.javafx.Main.main([Ljava/lang/String;)V+16 v ~StubRoutines::call_stub V [jvm.dll+0xecf9c] V [jvm.dll+0x1741e1] V [jvm.dll+0xed01d] V [jvm.dll+0xf5be5] V [jvm.dll+0xfd83d] C [javaw.exe+0x2155] C [javaw.exe+0x833e] C [kernel32.dll+0x51154] C [ntdll.dll+0x5b2b9] C [ntdll.dll+0x5b28c] Java frames: (J=compiled Java code, j=interpreted, Vv=VM code) j org.lwjgl.opengl.WindowsDisplay.nCreateWindow(IIIIZZJ)J+0 j org.lwjgl.opengl.WindowsDisplay.createWindow(Lorg/lwjgl/opengl/DrawableLWJGL;Lorg/lwjgl/opengl/DisplayMode;Ljava/awt/Canvas;II)V+102 j org.lwjgl.opengl.Display.createWindow()V+71 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;Lorg/lwjgl/opengl/Drawable;Lorg/lwjgl/opengl/ContextAttribs;)V+72 j org.lwjgl.opengl.Display.create(Lorg/lwjgl/opengl/PixelFormat;)V+12 j org.lwjgl.opengl.Display.create()V+7 j zarkopafilis.koding.io.javafx.Main.main([Ljava/lang/String;)V+16 v ~StubRoutines::call_stub --------------- P R O C E S S --------------- Java Threads: ( = current thread ) 0x0179a400 JavaThread "Low Memory Detector" daemon [_thread_blocked, id=4460, stack(0x0b900000,0x0b950000)] 0x01795400 JavaThread "CompilerThread0" daemon [_thread_blocked, id=5264, stack(0x0b8b0000,0x0b900000)] 0x01790c00 JavaThread "Attach Listener" daemon [_thread_blocked, id=6080, stack(0x0b860000,0x0b8b0000)] 0x01786400 JavaThread "Signal Dispatcher" daemon [_thread_blocked, id=1204, stack(0x0b810000,0x0b860000)] 0x01759c00 JavaThread "Finalizer" daemon [_thread_blocked, id=5772, stack(0x0b7c0000,0x0b810000)] 0x01755000 JavaThread "Reference Handler" daemon [_thread_blocked, id=4696, stack(0x01640000,0x01690000)] =0x016b9000 JavaThread "main" [_thread_in_vm, id=900, stack(0x00160000,0x001b0000)] Other Threads: 0x01751c00 VMThread [stack: 0x015f0000,0x01640000] [id=4052] 0x0179c800 WatcherThread [stack: 0x0b950000,0x0b9a0000] [id=3340] VM state:not at safepoint (normal execution) VM Mutex/Monitor currently owned by a thread: None Heap def new generation total 960K, used 816K [0x037c0000, 0x038c0000, 0x03ca0000) eden space 896K, 91% used [0x037c0000, 0x0388c2c0, 0x038a0000) from space 64K, 0% used [0x038a0000, 0x038a0000, 0x038b0000) to space 64K, 0% used [0x038b0000, 0x038b0000, 0x038c0000) tenured generation total 4096K, used 0K [0x03ca0000, 0x040a0000, 0x077c0000) the space 4096K, 0% used [0x03ca0000, 0x03ca0000, 0x03ca0200, 0x040a0000) compacting perm gen total 12288K, used 2143K [0x077c0000, 0x083c0000, 0x0b7c0000) the space 12288K, 17% used [0x077c0000, 0x079d7e38, 0x079d8000, 0x083c0000) No shared spaces configured. Dynamic libraries: 0x00400000 - 0x00424000 C:\Program Files\Java\jre6\bin\javaw.exe 0x77550000 - 0x7768e000 C:\Windows\SYSTEM32\ntdll.dll 0x75a80000 - 0x75b54000 C:\Windows\system32\kernel32.dll 0x758d0000 - 0x7591b000 C:\Windows\system32\KERNELBASE.dll 0x759e0000 - 0x75a80000 C:\Windows\system32\ADVAPI32.dll 0x76070000 - 0x7611c000 C:\Windows\system32\msvcrt.dll 0x77250000 - 0x77269000 C:\Windows\SYSTEM32\sechost.dll 0x771a0000 - 0x77241000 C:\Windows\system32\RPCRT4.dll 0x76eb0000 - 0x76f79000 C:\Windows\system32\USER32.dll 0x76e60000 - 0x76eae000 C:\Windows\system32\GDI32.dll 0x77770000 - 0x7777a000 C:\Windows\system32\LPK.dll 0x75fd0000 - 0x7606e000 C:\Windows\system32\USP10.dll 0x770b0000 - 0x770cf000 C:\Windows\system32\IMM32.DLL 0x770d0000 - 0x7719c000 C:\Windows\system32\MSCTF.dll 0x7c340000 - 0x7c396000 C:\Program Files\Java\jre6\bin\msvcr71.dll 0x6d800000 - 0x6da8b000 C:\Program Files\Java\jre6\bin\client\jvm.dll 0x73a00000 - 0x73a32000 C:\Windows\system32\WINMM.dll 0x75610000 - 0x7565b000 C:\Windows\system32\apphelp.dll 0x6d7b0000 - 0x6d7bc000 C:\Program Files\Java\jre6\bin\verify.dll 0x6d330000 - 0x6d34f000 C:\Program Files\Java\jre6\bin\java.dll 0x6d290000 - 0x6d298000 C:\Program Files\Java\jre6\bin\hpi.dll 0x776e0000 - 0x776e5000 C:\Windows\system32\PSAPI.DLL 0x6d7f0000 - 0x6d7ff000 C:\Program Files\Java\jre6\bin\zip.dll 0x10000000 - 0x1004c000 C:\Users\theo\Desktop\workspace\JavaFX1\lib\natives\windows\lwjgl.dll 0x5d170000 - 0x5d238000 C:\Windows\system32\OPENGL32.dll 0x6e7b0000 - 0x6e7d2000 C:\Windows\system32\GLU32.dll 0x70620000 - 0x70707000 C:\Windows\system32\DDRAW.dll 0x70610000 - 0x70616000 C:\Windows\system32\DCIMAN32.dll 0x75b60000 - 0x75cfd000 C:\Windows\system32\SETUPAPI.dll 0x759b0000 - 0x759d7000 C:\Windows\system32\CFGMGR32.dll 0x76d70000 - 0x76dff000 C:\Windows\system32\OLEAUT32.dll 0x75db0000 - 0x75f0c000 C:\Windows\system32\ole32.dll 0x758b0000 - 0x758c2000 C:\Windows\system32\DEVOBJ.dll 0x74060000 - 0x74073000 C:\Windows\system32\dwmapi.dll 0x74b60000 - 0x74b69000 C:\Windows\system32\VERSION.dll 0x745f0000 - 0x7478e000 C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7600.16661_none_420fe3fa2b8113bd\COMCTL32.dll 0x75d50000 - 0x75da7000 C:\Windows\system32\SHLWAPI.dll 0x74370000 - 0x743b0000 C:\Windows\system32\uxtheme.dll 0x22200000 - 0x22206000 C:\Program Files\ESET\ESET Smart Security\eplgHooks.dll VM Arguments: jvm_args: -Djava.library.path=C:\Users\theo\Desktop\workspace\JavaFX1\lib\natives\windows -Dfile.encoding=Cp1253 java_command: zarkopafilis.koding.io.javafx.Main Launcher Type: SUN_STANDARD Environment Variables: PATH=C:/Program Files/Java/jre6/bin/client;C:/Program Files/Java/jre6/bin;C:/Program Files/Java/jre6/lib/i386;C:\Perl\site\bin;C:\Perl\bin;C:\Ruby200\bin;C:\Program Files\Common Files\Microsoft Shared\Windows Live;C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files\Windows Live\Shared;C:\Users\theo\Desktop\eclipse; USERNAME=theo OS=Windows_NT PROCESSOR_IDENTIFIER=x86 Family 6 Model 37 Stepping 5, GenuineIntel --------------- S Y S T E M --------------- OS: Windows 7 Build 7600 CPU:total 4 (8 cores per cpu, 2 threads per core) family 6 model 37 stepping 5, cmov, cx8, fxsr, mmx, sse, sse2, sse3, ssse3, sse4.1, sse4.2, ht Memory: 4k page, physical 2097151k(1257972k free), swap 4194303k(4194303k free) vm_info: Java HotSpot(TM) Client VM (14.2-b01) for windows-x86 JRE (1.6.0_16-b01), built on Jul 31 2009 11:26:58 by "java_re" with MS VC++ 7.1 time: Wed Oct 23 22:00:12 2013 elapsed time: 0 seconds Code: Display.setDisplayMode(new DisplayMode(800,600)); Display.create();//Error here I am using JDK 6

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  • Slick 2D first trial error

    - by pringlesinn
    I followed some advices to learn Slick2D and when I started doing the "SimpleGame" I got my first error. Does anyone have any idea of what is it and how to fix? Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:Slick Build #274 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:LWJGL Version: 2.0b1 Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:OriginalDisplayMode: 1024 x 768 x 16 @60Hz Sun Dec 26 23:09:12 GMT-03:00 2010 INFO:TargetDisplayMode: 800 x 600 x 0 @0Hz Sun Dec 26 23:09:12 GMT-03:00 2010 ERROR:Could not find a valid pixel format org.lwjgl.LWJGLException: Could not find a valid pixel format at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplayPeerInfo.initDC(WindowsDisplayPeerInfo.java:54) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:158) at org.lwjgl.opengl.Display.createWindow(Display.java:299) at org.lwjgl.opengl.Display.create(Display.java:848) at org.lwjgl.opengl.Display.create(Display.java:800) at org.newdawn.slick.AppGameContainer.tryCreateDisplay(AppGameContainer.java:299) at org.newdawn.slick.AppGameContainer.access$000(AppGameContainer.java:34) at org.newdawn.slick.AppGameContainer$2.run(AppGameContainer.java:364) at java.security.AccessController.doPrivileged(Native Method) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:345) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38) Exception in thread "main" org.newdawn.slick.SlickException: Failed to initialise the LWJGL display at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:375) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at SimpleGame.main(SimpleGame.java:38)

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  • Why does DestroyWindow close my application?

    - by user146780
    I'v created a window after creating my main one but calling DestroyWindow on its handle closes the entire application, how can I simply get rid of it? it looks like this: BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { HWND hWnd; HWND fakehandle; hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW | WS_EX_LAYERED, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); fakehandle = CreateWindow(szWindowClass, "FAKE WINDOW", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL); if (!hWnd || !fakehandle) { return FALSE; } //some code DestroyWindow(fakehandle); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } how can I destroy this window without destroying my main one? I'm creating a dummy window to check for multisampling in OpenGL. Thanks

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  • getElementById does return null

    - by pbcoder
    I have following function: $('canvas').createWindow('xyz', 500, 600); And js-code behind is: var $ = function(element) { if (this.constructor !== $) { return new $(element); } alert(element); var windowObj = document.getElementById(element); this.createWindow = function(src, width, height) { if(width != "" && height != "") { windowWidth = windowObj.style.width = width + 'px'; windowHeight = windowObj.style.height = height + 'px'; } }; }; But the problem is that JS says windowObj is null, alert(element) works fine! Thanks for your help!

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  • C++ - Basic WinAPI question

    - by HardCoder1986
    Hello! I am now working on a some sort of a game engine and I had an idea to put everything engine-related into a static library and then link it to my actual problem. Right now I achieved it and actually link that library and every functions seem to work fine, except those, which are windows-related. I have a chunk of code in my library that looks like this: hWnd = CreateWindow(className, "Name", WS_OVERLAPPED | WS_CAPTION | WS_EX_TOPMOST, 0, 0, 800, 600, NULL, NULL, GetModuleHandle(NULL), this); if (hWnd) { ShowWindow(hWnd, SW_NORMAL); UpdateWindow(hWnd); } else { MessageBox(NULL, "Internal program error", "Error", MB_OK | MB_ICONERROR); return; } When this code was not in the library, but in the actual project, it worked fine, created the window and everything was ok. Right now (when I'm linking to my library that contains this code) CreateWindow(...) call returns NULL and GetLastError() returns "Operation succesfully completed" (wtf?). Could anybody help me with this? Is it possible to create a window and display it using a static library call and why could my code fail? Thank you.

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  • Oneiric updates cause "Window Creation Error" in Second Life client

    - by Yuttadhammo
    With the latest Oneiric updates, I've been unable to use Second Life, a virtual reality simulator, in Ubuntu. I assume it has something to do with the NVidia driver, since the error in the console says: WARNING: createWindow: LLWindowManager::create() : Error creating window. WARNING: LLViewerWindow: Failed to create window, to be shutting Down, be sure your graphics driver is updated I guess I could file a bug on Launchpad, but I'm not sure where to file it. Does anyone have any insight into what may be causing this problem? It was working fine a week ago, and older viewers (Imprudence viewer anyway) still work fine.

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  • "Correct" Dialog / UI font on Windows

    - by peterchen
    When creating a control (e.g. an edit control) on the fly using CreateWindow, it usually starts out with an ugly (boldish sans serif) font. Usually I wok around that by grabbing the parent dialog's font, and setting it to the control - I can't even say if this is a good idea. How do I "legally" fetch the right font?

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  • Why am I not getting an sRGB default framebuffer?

    - by Aaron Rotenberg
    I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the following Haskell program, compiled for 32-bit Windows using GHC and linked against 32-bit freeglut: import Foreign.Marshal.Alloc(alloca) import Foreign.Ptr(Ptr) import Foreign.Storable(Storable, peek) import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as GLUT import Graphics.UI.GLUT(($=)) main :: IO () main = do (_progName, _args) <- GLUT.getArgsAndInitialize GLUT.initialDisplayMode $= [GLUT.SRGBMode] _window <- GLUT.createWindow "sRGB Test" -- To prove that I actually have freeglut working correctly. -- This will fail at runtime under classic GLUT. GLUT.closeCallback $= Just (return ()) glEnable gl_FRAMEBUFFER_SRGB colorEncoding <- allocaOut $ glGetFramebufferAttachmentParameteriv gl_FRAMEBUFFER gl_FRONT_LEFT gl_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING print colorEncoding allocaOut :: Storable a => (Ptr a -> IO b) -> IO a allocaOut f = alloca $ \ptr -> do f ptr peek ptr On my desktop (Windows 8 64-bit with a GeForce GTX 760 graphics card) this program outputs 9729, a.k.a. gl_LINEAR, indicating that the default framebuffer is using linear color space, even though I explicitly requested an sRGB window. This is reflected in the rendering results of the actual program I'm trying to write - everything looks washed out because my linear color values aren't being converted to sRGB before being written to the framebuffer. On the other hand, on my laptop (Windows 7 64-bit with an Intel graphics chip), the program prints 0 (huh?) and I get an sRGB default framebuffer by default whether I request one or not! And on both machines, if I manually create a non-default framebuffer bound to an sRGB texture, the program correctly prints 35904, a.k.a. gl_SRGB. Why am I getting different results on different hardware? Am I doing something wrong? How can I get an sRGB framebuffer consistently on all hardware and target OSes?

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  • fatal error C1014: too many include files : depth = 1024

    - by numerical25
    I have no idea what this means. But here is the code that it supposely is happening in. //======================================================================================= // d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #include "d3dApp.h" #include <stream> LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static D3DApp* app = 0; switch( msg ) { case WM_CREATE: { // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. CREATESTRUCT* cs = (CREATESTRUCT*)lParam; app = (D3DApp*)cs->lpCreateParams; return 0; } } // Don't start processing messages until after WM_CREATE. if( app ) return app->msgProc(msg, wParam, lParam); else return DefWindowProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { mhAppInst = hInstance; mhMainWnd = 0; mAppPaused = false; mMinimized = false; mMaximized = false; mResizing = false; mFrameStats = L""; md3dDevice = 0; mSwapChain = 0; mDepthStencilBuffer = 0; mRenderTargetView = 0; mDepthStencilView = 0; mFont = 0; mMainWndCaption = L"D3D10 Application"; md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; mClearColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f); mClientWidth = 800; mClientHeight = 600; } D3DApp::~D3DApp() { ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mSwapChain); ReleaseCOM(mDepthStencilBuffer); ReleaseCOM(md3dDevice); ReleaseCOM(mFont); } HINSTANCE D3DApp::getAppInst() { return mhAppInst; } HWND D3DApp::getMainWnd() { return mhMainWnd; } int D3DApp::run() { MSG msg = {0}; mTimer.reset(); while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { mTimer.tick(); if( !mAppPaused ) updateScene(mTimer.getDeltaTime()); else Sleep(50); drawScene(); } } return (int)msg.wParam; } void D3DApp::initApp() { initMainWindow(); initDirect3D(); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; wcscpy(fontDesc.FaceName, L"Times New Roman"); D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); } void D3DApp::onResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mDepthStencilBuffer); // Resize the swap chain and recreate the render target view. HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); ID3D10Texture2D* backBuffer; HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); ReleaseCOM(backBuffer); // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); } void D3DApp::updateScene(float dt) { // Code computes the average frames per second, and also the // average time it takes to render one frame. static int frameCnt = 0; static float t_base = 0.0f; frameCnt++; // Compute averages over one second period. if( (mTimer.getGameTime() - t_base) >= 1.0f ) { float fps = (float)frameCnt; // fps = frameCnt / 1 float mspf = 1000.0f / fps; std::wostringstream outs; outs.precision(6); outs << L"FPS: " << fps << L"\n" << "Milliseconds: Per Frame: " << mspf; mFrameStats = outs.str(); // Reset for next average. frameCnt = 0; t_base += 1.0f; } } void D3DApp::drawScene() { md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); } LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { // WM_ACTIVATE is sent when the window is activated or deactivated. // We pause the game when the window is deactivated and unpause it // when it becomes active. case WM_ACTIVATE: if( LOWORD(wParam) == WA_INACTIVE ) { mAppPaused = true; mTimer.stop(); } else { mAppPaused = false; mTimer.start(); } return 0; // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; onResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; onResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; onResize(); } else if( mResizing ) { // If user is dragging the resize bars, we do not resize // the buffers here because as the user continuously // drags the resize bars, a stream of WM_SIZE messages are // sent to the window, and it would be pointless (and slow) // to resize for each WM_SIZE message received from dragging // the resize bars. So instead, we reset after the user is // done resizing the window and releases the resize bars, which // sends a WM_EXITSIZEMOVE message. } else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. { onResize(); } } } return 0; // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. case WM_ENTERSIZEMOVE: mAppPaused = true; mResizing = true; mTimer.stop(); return 0; // WM_EXITSIZEMOVE is sent when the user releases the resize bars. // Here we reset everything based on the new window dimensions. case WM_EXITSIZEMOVE: mAppPaused = false; mResizing = false; mTimer.start(); onResize(); return 0; // WM_DESTROY is sent when the window is being destroyed. case WM_DESTROY: PostQuitMessage(0); return 0; // The WM_MENUCHAR message is sent when a menu is active and the user presses // a key that does not correspond to any mnemonic or accelerator key. case WM_MENUCHAR: // Don't beep when we alt-enter. return MAKELRESULT(0, MNC_CLOSE); // Catch this message so to prevent the window from becoming too small. case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; return 0; } return DefWindowProc(mhMainWnd, msg, wParam, lParam); } void D3DApp::initMainWindow() { WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = mhAppInst; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = L"D3DWndClassName"; if( !RegisterClass(&wc) ) { MessageBox(0, L"RegisterClass FAILED", 0, 0); PostQuitMessage(0); } // Compute window rectangle dimensions based on requested client area dimensions. RECT R = { 0, 0, mClientWidth, mClientHeight }; AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); int width = R.right - R.left; int height = R.bottom - R.top; mhMainWnd = CreateWindow(L"D3DWndClassName", mMainWndCaption.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); if( !mhMainWnd ) { MessageBox(0, L"CreateWindow FAILED", 0, 0); PostQuitMessage(0); } ShowWindow(mhMainWnd, SW_SHOW); UpdateWindow(mhMainWnd); } void D3DApp::initDirect3D() { // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = mClientWidth; sd.BufferDesc.Height = mClientHeight; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // No multisampling. sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = mhMainWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; // Create the device. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif HR( D3D10CreateDeviceAndSwapChain( 0, //default adapter md3dDriverType, 0, // no software device createDeviceFlags, D3D10_SDK_VERSION, &sd, &mSwapChain, &md3dDevice) ); // The remaining steps that need to be carried out for d3d creation // also need to be executed every time the window is resized. So // just call the onResize method here to avoid code duplication. onResize(); }

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  • How to get access to a window that is loaded into a panel

    - by Sandor Drieënhuizen
    I'm loading an external script (that creates a new window component) into a panel, which works fine. Now, I want to access the created window from a callback function to register a closed event handler. I've tried the following: panel.load({ scripts: true, url: '/createWindow', callback: function(el, success, response, options) { panel.findByType("window")[0].on("close", function { alert("Closed"); }); } }); However, the panel seems to be empty all the time, the findByType method keeps returning an empty collection. I've tried adding events handlers for events like added to the panel but none of them got fired. So the question is: how do I access the window in the panel to register my close event handler on it?

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  • freeGLUT keyboard input

    - by peaker
    I'm using GLUT (freeglut3) (via the Haskell GLUT bindings). import Graphics.UI.GLUT handleKBMouse :: KeyboardMouseCallback handleKBMouse key keyState mods mousePos = do print (key, keyState, mods, mousePos) main :: IO () main = do getArgsAndInitialize createWindow "testTitle" keyboardMouseCallback $= Just handleKBMouse mainLoop It seems that various important keys (e.g: Shift+Tab) do not call my callback. Also, "mods" doesn't describe the win-key, only Ctrl, Shift and Alt. Having such limited access to keyboard input is a serious impediment for real application development. Am I doing anything wrong here or is just freeglut just crippled? Is GLUT crippled in general?

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  • Handling Messages in Console Apps/DLLs in C++ Win32

    - by vsimon
    I would like to have the ability to process Win32 messages in a console app and/or inside a standalone DLL. I have been able to do it in .NET with the following article and it works great in C# inside a console app and standalone DLL http://msdn.microsoft.com/en-us/magazine/cc163417.aspx Is there a way to do the equivalent with C/C++ Win32 APIs? I have tried doing RegisterClassEx(...) and CreateWindow(...) even passing in HWND_MESSAGE to hWndParent but the trouble is that after the "invisible" window is created messages are not being processed probably due to the lack of a message pump. Where would the message pump go if you had a DLL entry point? I have tried creating another thread in a DLL and put while(GetMesage(..)) there but that did not work either. Any ideas?

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  • specify parent window in Windows Resource Script file(*.rc)

    - by welemon
    Hi, I'm looking for a method to specify parent window in *.rc file. In *.rc file, it contains the layout and controls of a dialog. Any new control added into it, will automatically become a child window of Dialog itself. But I want to add a custom draw window into dialog, and some other controls which has that "custom draw window" as parent window, not dialog itself. I know I can use ::CreateWindow(...) API to dynamic create a window in code, and specify the custom draw window as parent HWND. But we already has child controls layout in *.rc file, I just want to reuse them, without create HWND again. Thanks, William L.

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  • What can cause the language bar to disappear in a win32 application?

    - by user4484
    When I run my Win32 application the Windows language bar (which is visible in all other applications) disappears after about 5 seconds. It reappears if I quit my application or alt-tab to a different application. If I alt-tab back into my application, it disappears again after five seconds. The switch key doesn't work either. It seems as if the system somehow has concluded that my application doesn't "support" the language bar. Is there something I need to do to for the language bar to be enabled? Or something I shouldn't be doing that can cause it to disappear? The application has a single custom window (where I draw DirectX graphics). I've looked through the arguments to CreateWindow and RegisterClass as well as the window messages that I handle (instead of passing to DefWindowProc) but nothing seems to be directly related to the language bar. I've only tested this on Windows 7.

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • Photo gallery not open in titanium 1.0

    - by user291247
    Hello, I am developing new app. using titanium 1.0 In that I am opening phtogallery in new window but I am not able to open it why this was happened? Code to open photogallery in app.js Titanium.App.addEventListener('recordvideo', function(e) { win1.close(); var w = Titanium.UI.createWindow({ backgroundColor:'#336699', title:'Modal Window', barColor:'black', url:'xhr_testfileupload.js' }); w.open({animated:true}); }); xhr_testfileupload.js code: var win = Titanium.UI.currentWindow; var ind=Titanium.UI.createProgressBar({ width:200, height:50, min:0, max:1, value:0, style:Titanium.UI.iPhone.ProgressBarStyle.PLAIN, top:10, message:'Uploading Image', font:{fontSize:12, fontWeight:'bold'}, color:'#888' }); win.add(ind); ind.show(); Titanium.Media.openPhotoGallery({ success:function(event) { Ti.API.info("success! event: " + JSON.stringify(event)); var image = event.media; var xhr = Titanium.Network.createHTTPClient(); xhr.onerror = function(e) { Ti.API.info('IN ERROR ' + e.error); }; xhr.onload = function() { Ti.API.info('IN ONLOAD ' + this.status + ' readyState ' + this.readyState); }; xhr.onsendstream = function(e) { ind.value = e.progress ; Ti.API.info('ONSENDSTREAM - PROGRESS: ' + e.progress); } // open the client xhr.open('POST','https://twitpic.com/api/uploadAndPost'); // send the data xhr.send({media:image,username:'fgsandford1000',password:'sanford1000',message:'check me out'}); }, cancel:function() { }, error:function(error) { }, allowImageEditing:true, });

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  • Making two Windows using CreateWindowsEx() - C

    - by Jamie Keeling
    Hello, I have a windows form that has a simple menu and performs a simple operation, I want to be able to create another windows form with all the functionality of a menu bar, message pump etc.. as a separate thread so I can then share the results of the operation to the second window. I.E. 1) Form A opens Form B opens as a separate thread 2)Form A performs operation 3)Form A passes results via memory to Form B 4)Form B display results I'm confused as to how to go about it, the main app runs fine but i'm not sure how to add a second window if the first one already exists. I think that using CreateWindow will allow me to make another window but again i'm not sure how to access the message pump so I can respond to certain events like WM_CREATE on the second window. I hope it makes sense. Thanks! Edit: I've attempted to make a second window and although this does compile, no windows show atall on build. ////////////////////// // WINDOWS FUNCTION // ////////////////////// LRESULT CALLBACK WindowFunc(HWND hMainWindow, UINT message, WPARAM wParam, LPARAM lParam) { //Fields WCHAR buffer[256]; struct DiceData storage; HWND hwnd; // Act on current message switch(message) { case WM_CREATE: AddMenus(hMainWindow); hwnd = CreateWindowEx( 0, "ChildWClass", (LPCTSTR) NULL, WS_CHILD | WS_BORDER | WS_VISIBLE, 0, 0, 0, 0, hMainWindow, NULL, NULL, NULL); ShowWindow(hwnd, SW_SHOW); break; Any suggestions as to why this happens?

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  • Making two Windows using CreateWindowsEx()

    - by Jamie Keeling
    Hello, I have a windows form that has a simple menu and performs a simple operation, I want to be able to create another windows form with all the functionality of a menu bar, message pump etc.. as a separate thread so I can then share the results of the operation to the second window. I.E. 1) Form A opens Form B opens as a separate thread 2)Form A performs operation 3)Form A passes results via memory to Form B 4)Form B display results I'm confused as to how to go about it, the main app runs fine but i'm not sure how to add a second window if the first one already exists. I think that using CreateWindow will allow me to make another window but again i'm not sure how to access the message pump so I can respond to certain events like WM_CREATE on the second window. I hope it makes sense. Thanks! Edit: I've attempted to make a second window and although this does compile, no windows show atall on build. ////////////////////// // WINDOWS FUNCTION // ////////////////////// LRESULT CALLBACK WindowFunc(HWND hMainWindow, UINT message, WPARAM wParam, LPARAM lParam) { //Fields WCHAR buffer[256]; struct DiceData storage; HWND hwnd; // Act on current message switch(message) { case WM_CREATE: AddMenus(hMainWindow); hwnd = CreateWindowEx( 0, "ChildWClass", (LPCTSTR) NULL, WS_CHILD | WS_BORDER | WS_VISIBLE, 0, 0, 0, 0, hMainWindow, NULL, NULL, NULL); ShowWindow(hwnd, SW_SHOW); break; Any suggestions as to why this happens?

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  • C++/Win32 : XP Visual Styles - no controls are showing up?

    - by mrl33t
    Okay, so i'm pretty new to C++ & the Windows API and i'm just writing a small application. I wanted my application to make use of visual styles in both XP, Vista and Windows 7 so I added this line to the top of my code: #pragma comment(linker,"\"/manifestdependency:type='win32' name='Microsoft.Windows.Common-Controls' version='6.0.0.0' processorArchitecture='*' publicKeyToken='6595b64144ccf1df' language='*'\"") It seemed to work perfectly on my Windows 7 machine and also Vista machine. But when I tried the application on XP the application wouldn't load any controls (e.g. buttons, labels etc.) - not even messageboxes would display. This image shows a small test application which i've just put together to demonstrate what i'm trying to explain: http://img704.imageshack.us/img704/2250/myapp.png In this test application i'm not using any particularly fancy or complicated code. I've effectively just taken the most basic sample code from the MSDN Library (http://msdn.microsoft.com/en-us/library/ff381409.aspx) and added a section to the WM_CREATE message to create a button: MyBtn = CreateWindow(L"Button", L"My Button", BS_PUSHBUTTON | WS_CHILD | WS_VISIBLE, 25, 25, 100, 30, hWnd, NULL, hInst, 0); But I just can't figure out what's going on and why its not working. Any ideas guys? Thank you in advanced. (By the way the application works in XP if i remove the manifest section from the top - obviously without visual styles though. I should also probably mention that the app was built using Visual C++ 2010 Express on a Windows 7 machine - if that makes a difference?)

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  • How can I render multiple windows with DirectX 9 in C++?

    - by Friso1990
    I'm trying to render multiple windows, using DirectX 9 and swap chains, but even though I create 2 windows, I only see the first one that I've created. My RendererDX9 header is this: #include <d3d9.h> #include <Windows.h> #include <vector> #include "RAT_Renderer.h" namespace RAT_ENGINE { class RAT_RendererDX9 : public RAT_Renderer { public: RAT_RendererDX9(); ~RAT_RendererDX9(); void Init(RAT_WindowManager* argWMan); void CleanUp(); void ShowWin(); private: LPDIRECT3D9 renderInterface; // Used to create the D3DDevice LPDIRECT3DDEVICE9 renderDevice; // Our rendering device LPDIRECT3DSWAPCHAIN9* swapChain; // Swapchain to make multi-window rendering possible WNDCLASSEX wc; std::vector<HWND> hwindows; void Render(int argI); }; } And my .cpp file is this: #include "RAT_RendererDX9.h" static LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ); namespace RAT_ENGINE { RAT_RendererDX9::RAT_RendererDX9() : renderInterface(NULL), renderDevice(NULL) { } RAT_RendererDX9::~RAT_RendererDX9() { } void RAT_RendererDX9::Init(RAT_WindowManager* argWMan) { wMan = argWMan; // Register the window class WNDCLASSEX windowClass = { sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0, 0, GetModuleHandle( NULL ), NULL, NULL, NULL, NULL, "foo", NULL }; wc = windowClass; RegisterClassEx( &wc ); for (int i = 0; i< wMan->getWindows().size(); ++i) { HWND hWnd = CreateWindow( "foo", argWMan->getWindow(i)->getName().c_str(), WS_OVERLAPPEDWINDOW, argWMan->getWindow(i)->getX(), argWMan->getWindow(i)->getY(), argWMan->getWindow(i)->getWidth(), argWMan->getWindow(i)->getHeight(), NULL, NULL, wc.hInstance, NULL ); hwindows.push_back(hWnd); } // Create the D3D object, which is needed to create the D3DDevice. renderInterface = (LPDIRECT3D9)Direct3DCreate9( D3D_SDK_VERSION ); // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS deviceConfig; ZeroMemory( &deviceConfig, sizeof( deviceConfig ) ); deviceConfig.Windowed = TRUE; deviceConfig.SwapEffect = D3DSWAPEFFECT_DISCARD; deviceConfig.BackBufferFormat = D3DFMT_UNKNOWN; deviceConfig.BackBufferHeight = 1024; deviceConfig.BackBufferWidth = 768; deviceConfig.EnableAutoDepthStencil = TRUE; deviceConfig.AutoDepthStencilFormat = D3DFMT_D16; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. renderInterface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwindows[0], D3DCREATE_SOFTWARE_VERTEXPROCESSING, &deviceConfig, &renderDevice ); this->swapChain = new LPDIRECT3DSWAPCHAIN9[wMan->getWindows().size()]; this->renderDevice->GetSwapChain(0, &swapChain[0]); for (int i = 0; i < wMan->getWindows().size(); ++i) { renderDevice->CreateAdditionalSwapChain(&deviceConfig, &swapChain[i]); } renderDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); // Set cullmode to counterclockwise culling to save resources renderDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff); // Turn on ambient lighting renderDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // Turn on the zbuffer } void RAT_RendererDX9::CleanUp() { renderDevice->Release(); renderInterface->Release(); } void RAT_RendererDX9::Render(int argI) { // Clear the backbuffer to a blue color renderDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); LPDIRECT3DSURFACE9 backBuffer = NULL; // Set draw target this->swapChain[argI]->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &backBuffer); this->renderDevice->SetRenderTarget(0, backBuffer); // Begin the scene renderDevice->BeginScene(); // End the scene renderDevice->EndScene(); swapChain[argI]->Present(NULL, NULL, hwindows[argI], NULL, 0); } void RAT_RendererDX9::ShowWin() { for (int i = 0; i < wMan->getWindows().size(); ++i) { ShowWindow( hwindows[i], SW_SHOWDEFAULT ); UpdateWindow( hwindows[i] ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { if (PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(i); } } } } } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: //CleanUp(); PostQuitMessage( 0 ); return 0; case WM_PAINT: //Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } I've made a sample function to make multiple windows: void RunSample1() { //Create the window manager. RAT_ENGINE::RAT_WindowManager* wMan = new RAT_ENGINE::RAT_WindowManager(); //Create the render manager. RAT_ENGINE::RAT_RenderManager* rMan = new RAT_ENGINE::RAT_RenderManager(); //Create a window. //This is currently needed to initialize the render manager and create a renderer. wMan->CreateRATWindow("Sample 1 - 1", 10, 20, 640, 480); wMan->CreateRATWindow("Sample 1 - 2", 150, 100, 480, 640); //Initialize the render manager. rMan->Init(wMan); //Show the window. rMan->getRenderer()->ShowWin(); } How do I get the multiple windows to work?

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