Esempio n. 1
0
void Gwen::Platform::MessagePump( void* pWindow, Gwen::Controls::Canvas* ptarget )
{
	GwenInput.Initialize( ptarget ); 

	MSG msg;
	while ( PeekMessage( &msg, (HWND)pWindow, 0, 0, PM_REMOVE ) )
	{
		if ( GwenInput.ProcessMessage( msg ) )
			continue;

		if ( msg.message == WM_PAINT )
		{
			ptarget->Redraw();
		}

		TranslateMessage(&msg);
		DispatchMessage(&msg);
	}


	// If the active window has changed then force a redraw of our canvas
	// since we might paint ourselves a different colour if we're inactive etc
	{
		static HWND g_LastFocus = NULL;
		if ( GetActiveWindow()  != g_LastFocus )
		{
			g_LastFocus = GetActiveWindow();
			ptarget->Redraw();

		}
	}

}
Esempio n. 2
0
int main()
{

	//
	// Create a new window
	//
	g_pHWND = CreateGameWindow();

	//
	// Create a GWEN GDI+ Renderer
	// Note: we're using the buffered version.
	// This version draws to a texture and then draws that texture to the window
	// This prevents all the crazy flickering (test with Gwen::Renderer::GDIPlus to see)
	//
	Gwen::Renderer::GDIPlusBuffered* pRenderer = new Gwen::Renderer::GDIPlusBuffered( g_pHWND );

	//
	// Create a GWEN skin
	//
	//Gwen::Skin::Simple skin;
	Gwen::Skin::TexturedBase* skin = new Gwen::Skin::TexturedBase( pRenderer );
	skin->Init( "DefaultSkin.png" );

	//
	// Create a Canvas (it's root, on which all other GWEN panels are created)
	//
	Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas( skin );
	pCanvas->SetSize( 998, 650 - 24 );
	pCanvas->SetDrawBackground( true );
	pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) );

	//
	// Create our unittest control (which is a Window with controls in it)
	//
	UnitTest* pUnit = new UnitTest( pCanvas );
	pUnit->SetPos( 10, 10 );

	//
	// Create a Windows Control helper 
	// (Processes Windows MSG's and fires input at GWEN)
	//
	Gwen::Input::Windows GwenInput;
	GwenInput.Initialize( pCanvas );

	//
	// Begin the main game loop
	//
	MSG msg;
	while( true )
	{
		// Skip out if the window is closed
		if ( !IsWindowVisible( g_pHWND ) )
			break;

		// If we have a message from windows..
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			// .. give it to the input handler to process
			GwenInput.ProcessMessage( msg );

			// if it's QUIT then quit..
			if ( msg.message == WM_QUIT )
				break;

			if ( msg.message == WM_PAINT )
			{
				// This doesn't actually draw it, it just marks it
				// so it will redraw when next checked (NeedsRedraw)
				pCanvas->Redraw();
			}

			// Handle the regular window stuff..
			TranslateMessage(&msg);
			DispatchMessage(&msg);

		}

		// If GWEN's Canvas needs a redraw then redraw it
		//
		// In your game you would probably just draw it 
		//  every frame. But we have the option of only
		//  drawing it when it needs it too.
		//
		if ( pCanvas->NeedsRedraw() )
		{
			pCanvas->RenderCanvas();
		}
	}

	delete pCanvas;
	delete skin;
	delete pRenderer;
}
Esempio n. 3
0
//
// Program starts here
//
int main(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
	//
	// Create a window and attach directx to it
	//
	g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
	g_pHWND = CreateGameWindow();
	CreateD3DDevice();	

	//
	// Create a GWEN DirectX renderer
	//
	Gwen::Renderer::DirectX9* pRenderer = new Gwen::Renderer::DirectX9( g_pD3DDevice );

	//
	// Create a GWEN skin
	//
	Gwen::Skin::TexturedBase skin;
	skin.SetRender( pRenderer );
	skin.Init( "DefaultSkin.png" );

	//
	// Create a Canvas (it's root, on which all other GWEN panels are created)
	//
	Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas( &skin );
	pCanvas->SetSize( 1000, 622 );
	pCanvas->SetDrawBackground( true );
	pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) );

	//
	// Create our unittest control (which is a Window with controls in it)
	//
	UnitTest* pUnit = new UnitTest( pCanvas );
	pUnit->SetPos( 10, 10 );

	//
	// Create a Windows Control helper 
	// (Processes Windows MSG's and fires input at GWEN)
	//
	Gwen::Input::Windows GwenInput;
	GwenInput.Initialize( pCanvas );

	//
	// Begin the main game loop
	//
	MSG msg;
	while( true )
	{
		// Skip out if the window is closed
		if ( !IsWindowVisible( g_pHWND ) )
			break;

		// If we have a message from windows..
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			// .. give it to the input handler to process
			GwenInput.ProcessMessage( msg );

			// if it's QUIT then quit..
			if ( msg.message == WM_QUIT )
				break;

			// Handle the regular window stuff..
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			// Normal DirectX rendering loop
			g_pD3DDevice->BeginScene();

				g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1, 0 );

				// This is how easy it is to render GWEN!
				pCanvas->RenderCanvas();

			g_pD3DDevice->EndScene();
			g_pD3DDevice->Present( NULL, NULL, NULL, NULL );

		}
	}

	if ( g_pD3DDevice )
	{
		g_pD3DDevice->Release();
		g_pD3DDevice = NULL;
	}

	if ( g_pD3D )
	{
		g_pD3D->Release();
		g_pD3D = NULL;
	}
}
Esempio n. 4
0
int main( int argc, const char **argv )
{
	//
	// Create a new window
	//
	g_pHWND = CreateGameWindow();

	//
	// Create OpenGL Device
	//
	HGLRC OpenGLContext = CreateOpenGLDeviceContext();


	//
	// Create a GWEN OpenGL Renderer
	//
	#ifdef USE_DEBUG_FONT
		Gwen::Renderer::OpenGL * pRenderer = new Gwen::Renderer::OpenGL_DebugFont();
	#else
		Gwen::Renderer::OpenGL * pRenderer = new Gwen::Renderer::OpenGL_TruetypeFont();
	#endif

		pRenderer->Init();

	//
	// Create a GWEN skin
	//
	Gwen::Skin::TexturedBase* pSkin = new Gwen::Skin::TexturedBase( pRenderer );
	pSkin->Init("DefaultSkin.png");

	if( argc >= 2 )
		pSkin->SetDefaultFont( Gwen::Utility::StringToUnicode(argv[1]) /* L"OpenSans.ttf" */, 11 );

	//
	// Create a Canvas (it's root, on which all other GWEN panels are created)
	//

	Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas( pSkin );
	pCanvas->SetSize( width, height );
	pCanvas->SetDrawBackground( true );
	pCanvas->SetBackgroundColor( Gwen::Color( 150, 170, 170, 255 ) );

	//
	// Create our unittest control (which is a Window with controls in it)
	//
	UnitTest* pUnit = new UnitTest( pCanvas );
	pUnit->SetPos( 10, 10 );

	//
	// Create a Windows Control helper
	// (Processes Windows MSG's and fires input at GWEN)
	//
	Gwen::Input::Windows* pInput = new Gwen::Input::Windows();
	pInput->Initialize( pCanvas );

	//
	// Begin the main game loop
	//
	MSG msg;
	while( true )
	{
		// Skip out if the window is closed
		if ( !IsWindowVisible( g_pHWND ) )
			break;

		// If we have a message from windows..
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			// .. give it to the input handler to process
			pInput->ProcessMessage( msg );

			// if it's QUIT then quit..
			if ( msg.message == WM_QUIT )
				break;


			// Handle the regular window stuff..
			TranslateMessage(&msg);
			DispatchMessage(&msg);

		}

		// Main OpenGL Render Loop
		{
			glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

			pCanvas->RenderCanvas();

			SwapBuffers( GetDC( g_pHWND ) );
		}
	}

	// Clean up Gwen
	delete pInput;
	delete pUnit;
	delete pCanvas;
	delete pSkin;
	delete pRenderer;

	// Clean up OpenGL
	wglMakeCurrent( NULL, NULL );
	wglDeleteContext( OpenGLContext );

	// Exit
	return 0;
}
Esempio n. 5
0
//
// Program starts here
//
int main(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
	//
	// Create a window and attach directx to it
	//

	g_pHWND = CreateGameWindow();
	CreateD3DDevice();
	RECT FrameBounds;
	GetClientRect(g_pHWND, &FrameBounds);
	//
	// Create a GWEN DirectX renderer
	//
	Gwen::Renderer::DirectX10* pRenderer = new Gwen::Renderer::DirectX10(g_pd3dDevice);
	//
	// Create a GWEN skin
	//
	Gwen::Skin::TexturedBase* pSkin = new Gwen::Skin::TexturedBase(pRenderer);
	pSkin->Init("DefaultSkin.png");
	//
	// Create a Canvas (it's root, on which all other GWEN panels are created)
	//
	Gwen::Controls::Canvas* pCanvas = new Gwen::Controls::Canvas(pSkin);
	pCanvas->SetSize(FrameBounds.right, FrameBounds.bottom);
	pCanvas->SetDrawBackground(true);
	pCanvas->SetBackgroundColor(Gwen::Color(150, 170, 170, 255));
	//
	// Create our unittest control (which is a Window with controls in it)
	//
	UnitTest* pUnit = new UnitTest(pCanvas);
	pUnit->SetPos(10, 10);
	//
	// Create a Windows Control helper
	// (Processes Windows MSG's and fires input at GWEN)
	//
	Gwen::Input::Windows GwenInput;
	GwenInput.Initialize(pCanvas);
	//
	// Begin the main game loop
	//
	MSG msg;

	while (true)
	{
		// Skip out if the window is closed
		if (!IsWindowVisible(g_pHWND))
		{
			break;
		}

		// If we have a message from windows..
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			// .. give it to the input handler to process
			GwenInput.ProcessMessage(msg);

			// if it's QUIT then quit..
			if (msg.message == WM_QUIT)
			{
				break;
			}

			// Handle the regular window stuff..
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			float ClearColor[4] = { 0.128f, 0.128f, 0.3f, 1.0f };
			// Normal DirectX rendering loop
			g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);

			// This is how easy it is to render GWEN!
			pCanvas->RenderCanvas();

			g_pSwapChain->Present(0, 0);
		}
	}

	delete pCanvas;
	delete pSkin;
	delete pRenderer;

	if (g_pRenderTargetView)
	{
		g_pRenderTargetView->Release();
		g_pRenderTargetView = NULL;
	}

	if (g_pSwapChain)
	{
		g_pSwapChain->Release();
		g_pSwapChain = NULL;
	}

	if (g_pd3dDevice)
	{
		g_pd3dDevice->Release();
		g_pd3dDevice = NULL;
	}
}