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(); } } }
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; }
// // 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; } }
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; }
// // 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; } }