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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
264 lines
7.6 KiB
C++
264 lines
7.6 KiB
C++
/** Example 014 Win32 Window
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This example only runs under MS Windows and demonstrates that Irrlicht can
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render inside a win32 window. MFC and .NET Windows.Forms windows are possible,
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too.
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In the beginning, we create a windows window using the windows API. I'm not
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going to explain this code, because it is windows specific. See the MSDN or a
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windows book for details.
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*/
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#include <irrlicht.h>
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#ifndef _IRR_WINDOWS_
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#error Windows only example
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#else
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#include <windows.h> // this example only runs with windows
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#include <iostream>
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#include "driverChoice.h"
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#include "exampleHelper.h"
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using namespace irr;
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#ifdef _MSC_VER
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#pragma comment(lib, "irrlicht.lib")
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#endif
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HWND hOKButton;
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HWND hWnd;
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static LRESULT CALLBACK CustomWndProc(HWND hWnd, UINT message,
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WPARAM wParam, LPARAM lParam)
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{
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switch (message)
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{
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case WM_COMMAND:
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{
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HWND hwndCtl = (HWND)lParam;
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int code = HIWORD(wParam);
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if (hwndCtl == hOKButton)
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{
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DestroyWindow(hWnd);
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PostQuitMessage(0);
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return 0;
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}
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}
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break;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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/*
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Now ask for the driver and create the Windows specific window.
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*/
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int main()
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{
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// ask user for driver
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video::E_DRIVER_TYPE driverType=driverChoiceConsole();
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if (driverType==video::EDT_COUNT)
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return 1;
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printf("Select the render window (some dead window may exist too):\n"\
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" (a) Window with button (via CreationParam)\n"\
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" (b) Window with button (via beginScene)\n"\
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" (c) Own Irrlicht window (default behavior)\n"\
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" (otherKey) exit\n\n");
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char key;
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std::cin >> key;
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if (key != 'a' && key != 'b' && key != 'c')
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return 1;
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HINSTANCE hInstance = 0;
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// create dialog
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const fschar_t* Win32ClassName = __TEXT("CIrrlichtWindowsTestDialog");
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = (WNDPROC)CustomWndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = DLGWINDOWEXTRA;
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wcex.hInstance = hInstance;
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wcex.hIcon = NULL;
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW);
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wcex.lpszMenuName = 0;
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wcex.lpszClassName = Win32ClassName;
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wcex.hIconSm = 0;
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RegisterClassEx(&wcex);
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DWORD style = WS_SYSMENU | WS_BORDER | WS_CAPTION |
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WS_CLIPCHILDREN | WS_CLIPSIBLINGS | WS_MAXIMIZEBOX | WS_MINIMIZEBOX | WS_SIZEBOX;
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int windowWidth = 440;
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int windowHeight = 380;
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hWnd = CreateWindow( Win32ClassName, __TEXT("Irrlicht Win32 window example"),
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style, 100, 100, windowWidth, windowHeight,
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NULL, NULL, hInstance, NULL);
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RECT clientRect;
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GetClientRect(hWnd, &clientRect);
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windowWidth = clientRect.right;
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windowHeight = clientRect.bottom;
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// create ok button
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hOKButton = CreateWindow(__TEXT("BUTTON"), __TEXT("OK - Close"), WS_CHILD | WS_VISIBLE | BS_TEXT,
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windowWidth - 160, windowHeight - 40, 150, 30, hWnd, NULL, hInstance, NULL);
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// create some text
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CreateWindow(__TEXT("STATIC"), __TEXT("This is Irrlicht running inside a standard Win32 window.\n")\
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__TEXT("Also mixing with MFC and .NET Windows.Forms is possible."),
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WS_CHILD | WS_VISIBLE, 20, 20, 400, 40, hWnd, NULL, hInstance, NULL);
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// create window to put irrlicht in
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HWND hIrrlichtWindow = CreateWindow(__TEXT("BUTTON"), __TEXT(""),
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WS_CHILD | WS_VISIBLE | BS_OWNERDRAW,
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50, 80, 320, 220, hWnd, NULL, hInstance, NULL);
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video::SExposedVideoData videodata((key=='b')?hIrrlichtWindow:0);
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/*
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So now that we have some window, we can create an Irrlicht device
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inside of it. We use Irrlicht createEx() function for this. We only
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need the handle (HWND) to that window, set it as windowsID parameter
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and start up the engine as usual. That's it.
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*/
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// create irrlicht device in the button window
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irr::SIrrlichtCreationParameters param;
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param.DriverType = driverType;
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if (key=='a')
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param.WindowId = reinterpret_cast<void*>(hIrrlichtWindow);
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irr::IrrlichtDevice* device = irr::createDeviceEx(param);
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// setup a simple 3d scene
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irr::scene::ISceneManager* smgr = device->getSceneManager();
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video::IVideoDriver* driver = device->getVideoDriver();
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if (driverType==video::EDT_OPENGL)
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{
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HDC HDc=GetDC(hIrrlichtWindow);
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PIXELFORMATDESCRIPTOR pfd={0};
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pfd.nSize=sizeof(PIXELFORMATDESCRIPTOR);
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int pf = GetPixelFormat(HDc);
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DescribePixelFormat(HDc, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
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pfd.dwFlags |= PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
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pfd.cDepthBits=16;
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pf = ChoosePixelFormat(HDc, &pfd);
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SetPixelFormat(HDc, pf, &pfd);
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videodata.OpenGLWin32.HDc = HDc;
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videodata.OpenGLWin32.HRc=wglCreateContext(HDc);
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wglShareLists((HGLRC)driver->getExposedVideoData().OpenGLWin32.HRc, (HGLRC)videodata.OpenGLWin32.HRc);
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}
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scene::ICameraSceneNode* cam = smgr->addCameraSceneNode();
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cam->setTarget(core::vector3df(0,0,0));
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scene::ISceneNodeAnimator* anim =
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smgr->createFlyCircleAnimator(core::vector3df(0,15,0), 30.0f);
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cam->addAnimator(anim);
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anim->drop();
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scene::ISceneNode* cube = smgr->addCubeSceneNode(20);
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const io::path mediaPath = getExampleMediaPath();
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cube->setMaterialTexture(0, driver->getTexture(mediaPath + "wall.bmp"));
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cube->setMaterialTexture(1, driver->getTexture(mediaPath + "water.jpg"));
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cube->setMaterialFlag( video::EMF_LIGHTING, false );
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cube->setMaterialType( video::EMT_REFLECTION_2_LAYER );
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smgr->addSkyBoxSceneNode(
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driver->getTexture(mediaPath + "irrlicht2_up.jpg"),
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driver->getTexture(mediaPath + "irrlicht2_dn.jpg"),
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driver->getTexture(mediaPath + "irrlicht2_lf.jpg"),
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driver->getTexture(mediaPath + "irrlicht2_rt.jpg"),
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driver->getTexture(mediaPath + "irrlicht2_ft.jpg"),
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driver->getTexture(mediaPath + "irrlicht2_bk.jpg"));
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// This shows that we can render to multiple windows within one application
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device->getGUIEnvironment()->addStaticText(core::stringw("Second screen render").c_str(),core::recti(0,0,200,200));
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// show and execute dialog
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ShowWindow(hWnd , SW_SHOW);
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UpdateWindow(hWnd);
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// do message queue
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/*
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Now the only thing missing is the drawing loop using
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IrrlichtDevice::run(). We do this as usual. But instead of this, there
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is another possibility: You can also simply use your own message loop
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using GetMessage, DispatchMessage and whatever. Calling
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Device->run() will cause Irrlicht to dispatch messages internally too.
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You need not call Device->run() if you want to do your own message
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dispatching loop, but Irrlicht will not be able to fetch user input
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then and you have to do it on your own using the window messages,
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DirectInput, or whatever.
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*/
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while (device->run())
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0), 1.f, 0, videodata);
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smgr->drawAll();
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driver->endScene();
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if (key=='b')
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{
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driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, video::SColor(0xbbbbbbbb));
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device->getGUIEnvironment()->drawAll();
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driver->endScene();
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}
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}
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/*
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The alternative, own message dispatching loop without Device->run()
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would look like this:
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*/
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/*MSG msg;
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while (true)
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{
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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if (msg.message == WM_QUIT)
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break;
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}
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// advance virtual time
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device->getTimer()->tick();
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// draw engine picture
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driver->beginScene(true, true, 0, (key=='c')?hIrrlichtWindow:0);
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smgr->drawAll();
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driver->endScene();
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}*/
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device->closeDevice();
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device->drop();
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return 0;
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}
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#endif // if windows
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/*
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That's it, Irrlicht now runs in your own windows window.
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**/
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