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  • Best Method for Minimizable Fullscreen Window

    - by kaykun
    Hi, I'm coding a short game in C++ and Win32, and I want to be able to make it in fullscreen with a fixed size. I also want the user to be able to switch focus between the game window and other windows as much as he/she wants without any weird screen glitches. So far I know of the ChangeDisplaySettings function and creating the window with the WS_POPUP style at initialization to make it fullscreen. To detect the user switching focus to other windows by way of alt+tab or otherwise, what messages should I be handling on the window's WndProc or should I be using another function? When loss of focus is detected should I only call ChangeDisplaySettings(NULL, 0); or are there other functions I should call as well? And what method should I use to handle focus back into the window? Also can anyone give me some info on how to make it work smoothly for different screen sizes? Thanks for any help.

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  • Programmatically convert WAV

    - by kaykun
    Hi, I'm writing a file compressor utility in C++ that I want support for PCM WAV files, however I want to keep it in PCM encoding and just convert it to a lower sample rate and change it from stereo to mono if applicable to yield a lower file size. I understand the WAV file header, however I have no experience or knowledge of the actual sound data works. So my question is, would it be relatively easy to programmatically manipulate the "data" sub-chunk in a WAV file to convert it to another sample rate and change the channel number, or would I be much better off using an existing library for it? If it is, then how would it be done? Thanks in advance.

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  • OpenGL bitmap text fails after drawing polygon

    - by kaykun
    I'm using Win32 and OpenGL to to draw text onto a window. I'm using the bitmap font method, with wglUseFontBitmaps. Here is my main rendering function: glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glColor3f(1.0f, 0.0f, 1.0f); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(128.0f, 0.0f); glVertex2f(128.0f, 128.0f); glVertex2f(0.0f, 128.0f); glEnd(); glPopMatrix(); glPushMatrix(); glColor3f(1.0f, 1.0f, 1.0f); glRasterPos2i(200, 200); glListBase(fontList); glCallLists(5, GL_UNSIGNED_BYTE, "Test."); glPopMatrix(); SwapBuffers(hDC); As you can see it's very simple and the only thing that it's supposed to do is draw a quadrilateral and draw the text "Test.". But the problem is that drawing a polygon seems to mess up any text operations I try to do after it. If I place the text drawing functions before the polygon, both the text and the polygon draw fine. Is there something I'm missing here? Edit: This problem only happens when the window is run in Fullscreen, by ChangeDisplaySettings. Any reason why this would be??

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  • Dereferencing within a buffer

    - by kaykun
    Let's say I had a char pointer pointing to a buffer that contained these values (in hex): 12 34 56 78 00 00 80 00 I want to modify the last two bytes to a short value of 42. So I would think I would have to do something like this: (short)*(pointer+6)=42; The compiler doesn't complain but it does not do what I'm expecting it to do. Can someone tell me the correct way to assign the value?

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  • How to compile libsox with MinGW

    - by kaykun
    Hi, I'm trying to use libsox into another program of mine, but I can't seem to compile libsox with MinGW or find any places with working binaries. I downloaded the source from the official site http://sox.sourceforge.net/ but I don't know which files to include in the project to compile it. I can't compile it with all the files included in the 'src' directory and I think I only need to compile the functions listed here: http://sox.sourceforge.net/libsox.html but I can't seem to find it. Can anyone help?

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  • OpenGL bitmap text fails after drawing polygon

    - by kaykun
    Hi, I'm using Win32 and OpenGL to to draw text onto a window. I'm using the bitmap font method, with wglUseFontBitmaps. Here is my main rendering function: glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glColor3f(1.0f, 0.0f, 1.0f); glBegin(GL_QUADS); glVertex2f(0.0f, 0.0f); glVertex2f(128.0f, 0.0f); glVertex2f(128.0f, 128.0f); glVertex2f(0.0f, 128.0f); glEnd(); glPopMatrix(); glPushMatrix(); glColor3f(1.0f, 1.0f, 1.0f); glRasterPos2i(200, 200); glListBase(fontList); glCallLists(5, GL_UNSIGNED_BYTE, "Test."); glPopMatrix(); SwapBuffers(hDC); As you can see it's very simple and the only thing that it's supposed to do is draw a quadrilateral and draw the text "Test.". But the problem is that drawing a polygon seems to mess up any text operations I try to do after it. If I place the text drawing functions before the polygon, both the text and the polygon draw fine. Is there something I'm missing here? Any help is appreciated.

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  • OpenGL Tearing Problem

    - by kaykun
    Hi, I'm using win32 and opengl and I have a window set up with the projection at glOrtho of the window's coordinates. I have double buffering enabled, tested it with glGet as well. My program always seems to tear any primitives that I try to draw on it if it's being constantly translated. Here is my OpenGL initialization function: glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glViewport(0, 0, 640, 480); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 640, 0, 480, 0, 100); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDrawBuffer(GL_BACK); glLoadIdentity(); And this is my rendering function, gMouseX and gMouseY are the coordinates of the mouse: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glTranslatef(gMouseX, gMouseY, 0.0f); glColor3f(0.5f, 0.5f, 0.5f); glBegin(GL_TRIANGLES); glVertex2f(0.0f, 128.0f); glVertex2f(128.0f, 0.0f); glVertex2f(0.0f, 0.0f); glEnd(); SwapBuffers(hDC); The same tearing problem occurs regardless of how often the rendering function runs. Is there something I'm doing wrong or missing here? Thanks for any help.

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  • PHP retrieve external program data

    - by kaykun
    Hi, what I want to do is have a PHP script run a program and have it retrieve data somehow from it. For instance the program would parse data from a file and return the data for the PHP script to display. So far I know to call exec("Program.exe"); but would I have to make it create a file with the data then have the PHP script call fopen and get it that way? Is there a better way to do it? Thanks

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  • Typecast cross-platform compatibility

    - by kaykun
    Hi, what I'm trying to do is append a binary integer into a string object. So far I have this: int number = 5; cppstring.append((char*)&number, 4); It works fine on a x86 system with Windows, but some people are saying its not cross-platform and is unsafe. What is the preferred method to do this?

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  • [C++] FillRect won't draw anything

    - by kaykun
    I'm trying to create a simple window in Win32 and draw a rectangle in it, but for some reason FillRect isn't working for me. Here's my source: #include <windows.h> #include "resource.h" RECT rect; LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { static PAINTSTRUCT ps; static HDC hDC; switch(msg) { case WM_PAINT: hDC = BeginPaint(hWnd, &ps); FillRect(hDC, &rect, (HBRUSH)(COLOR_WINDOW+1)); EndPaint(hWnd, &ps); break; case WM_CLOSE: DestroyWindow(hWnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, msg, wParam, lParam); } return 0; } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hWnd; MSG msg; rect.left = 0; rect.right = 0; rect.top = 100; rect.bottom = 100; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_ACTIVEBORDER+1); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MAIN_MENU); wc.lpszClassName = "Main"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "Main", "Main", WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, 240, 360, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } Is there something I'm missing or doing wrong in my code? Thanks in advance

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  • FillRect won't draw anything

    - by kaykun
    I'm trying to create a simple window in Win32 and draw a rectangle in it, but for some reason FillRect isn't working for me. Here's my source: #include <windows.h> #include "resource.h" RECT rect; LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { static PAINTSTRUCT ps; static HDC hDC; switch(msg) { case WM_PAINT: hDC = BeginPaint(hWnd, &ps); FillRect(hDC, &rect, (HBRUSH)(COLOR_WINDOW+1)); EndPaint(hWnd, &ps); break; case WM_CLOSE: DestroyWindow(hWnd); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, msg, wParam, lParam); } return 0; } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wc; HWND hWnd; MSG msg; rect.left = 0; rect.right = 0; rect.top = 100; rect.bottom = 100; wc.cbSize = sizeof(WNDCLASSEX); wc.style = 0; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_ACTIVEBORDER+1); wc.lpszMenuName = MAKEINTRESOURCE(IDR_MAIN_MENU); wc.lpszClassName = "Main"; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); RegisterClassEx(&wc); hWnd = CreateWindowEx(NULL, "Main", "Main", WS_SYSMENU | WS_MINIMIZEBOX, CW_USEDEFAULT, CW_USEDEFAULT, 240, 360, NULL, NULL, hInstance, NULL); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); while(GetMessage(&msg, NULL, 0, 0) > 0) { TranslateMessage(&msg); DispatchMessage(&msg); } return msg.wParam; } Is there something I'm missing or doing wrong in my code? Thanks in advance

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