ErosOlmi
23-09-2005, 11:03
Eros first request ------------
--------------------------------
Petr,
can you please change TBGL_CreateWindow in a way it will return the handle of the window?
After release of version 1.0.5.0 we will work a bit on user interface.
The first think we will add will be window message pump so if TBGL_CreateWindow returns the handle we can start trying pumping keyboard messages. In this way GL windows can be used without the need to open a console for keyboard input.
Thanks
Eros
Petr reply ------------
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Hmm, there is a little problem with the handle.
The function TBGL_CreateWindow looks like this:
FUNCTION Exec_TBGL_CreateWindow() AS LONG
LastBindedTexture = -1
DIALOG NEW %HWND_DESKTOP, "thinBasic OpenGL console",,, 320, 240, _
%WS_CAPTION OR %WS_SYSMENU OR %DS_CENTER OR %WS_THICKFRAME TO hDlg
CONTROL ADD LABEL, hDlg, %IDPIC,"",0,0,320,240, %WS_CHILD OR %WS_VISIBLE OR %SS_SUNKEN
DIALOG SHOW MODELESS hDlg CALL DlgProc
END FUNCTION
I don't know how to make this function return anything before it ends
( It stops at DIALOG SHOW processing messages by DlgProc )
I can write function TBGL_GetWindowHandle of course
Psch
Eros reply ------------
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First all functions returning a number should return an EXT number and not a LONG even if the number is a LONG class.
To solve the problem, you should separate creation of the dialog by showing of the window and make 1 new thinBasic keyword.
So FUNCTION Exec_TBGL_CreateWindow() AS EXT will create the dialog and return it's hadle. Than create FUNCTION Exec_TBGL_ShowWindow() AS EXT in charge of showing the dialog connected with new keyword "TBGL_ShowWindow". This new function should parse also the hadle. Also I think all TBGL functions should have the handle as first parameter and this should permit to make and control more than one GL window.
I will copy this thread into beta forum so Roberto can also follow it and maybe correct me if I'm wrong.
Eros
--------------------------------
Petr,
can you please change TBGL_CreateWindow in a way it will return the handle of the window?
After release of version 1.0.5.0 we will work a bit on user interface.
The first think we will add will be window message pump so if TBGL_CreateWindow returns the handle we can start trying pumping keyboard messages. In this way GL windows can be used without the need to open a console for keyboard input.
Thanks
Eros
Petr reply ------------
-------------------------
Hmm, there is a little problem with the handle.
The function TBGL_CreateWindow looks like this:
FUNCTION Exec_TBGL_CreateWindow() AS LONG
LastBindedTexture = -1
DIALOG NEW %HWND_DESKTOP, "thinBasic OpenGL console",,, 320, 240, _
%WS_CAPTION OR %WS_SYSMENU OR %DS_CENTER OR %WS_THICKFRAME TO hDlg
CONTROL ADD LABEL, hDlg, %IDPIC,"",0,0,320,240, %WS_CHILD OR %WS_VISIBLE OR %SS_SUNKEN
DIALOG SHOW MODELESS hDlg CALL DlgProc
END FUNCTION
I don't know how to make this function return anything before it ends
( It stops at DIALOG SHOW processing messages by DlgProc )
I can write function TBGL_GetWindowHandle of course
Psch
Eros reply ------------
-------------------------
First all functions returning a number should return an EXT number and not a LONG even if the number is a LONG class.
To solve the problem, you should separate creation of the dialog by showing of the window and make 1 new thinBasic keyword.
So FUNCTION Exec_TBGL_CreateWindow() AS EXT will create the dialog and return it's hadle. Than create FUNCTION Exec_TBGL_ShowWindow() AS EXT in charge of showing the dialog connected with new keyword "TBGL_ShowWindow". This new function should parse also the hadle. Also I think all TBGL functions should have the handle as first parameter and this should permit to make and control more than one GL window.
I will copy this thread into beta forum so Roberto can also follow it and maybe correct me if I'm wrong.
Eros