Dev to CodeBlocks

I have been using dev as my IDE, but I have been told that dev is outdated and horrible, so I am starting to try CodeBlocks. I want to run my same programs on CodeBlocks, but I am having difficulty. This is my code:
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/**************************
 * Includes
 *
 **************************/

#include <windows.h>
#include <gl/gl.h>
#include <stdio.h>
#include <stdlib.h>

/**************************
 * Function Declarations
 *
 **************************/
bool blnUp = false;
bool blnDown = false;
bool blnRight = false;
bool blnLeft = false;

LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam);
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC);
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC);





/**************************
 * WinMain
 *
 **************************/

int WINAPI WinMain (HINSTANCE hInstance,
                    HINSTANCE hPrevInstance,
                    LPSTR lpCmdLine,
                    int iCmdShow)
{
    WNDCLASS wc;
    HWND hWnd;
    HDC hDC;
    HGLRC hRC;        
    MSG msg;
    BOOL bQuit = FALSE;
    float thetaX = 0.0f;
    float thetaY = 0.0f;
    float theta = 0.0f;
    

    /* register window class */
    wc.style = CS_OWNDC;
    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) GetStockObject (BLACK_BRUSH);
    wc.lpszMenuName = NULL;
    wc.lpszClassName = "GLSample";
    RegisterClass (&wc);

    /* create main window */
    hWnd = CreateWindow (
      "GLSample", "OpenGL Sample", 
      WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
      400, 200, 256, 256,
      NULL, NULL, hInstance, NULL);

    /* enable OpenGL for the window */
    EnableOpenGL (hWnd, &hDC, &hRC);
    
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LESS);
    
    /*glEnable (GL_DEPTH_TEST);
    glEnable (GL_LIGHTING);
    //glEnable (GL_LIGHT0);
    glEnable (GL_LIGHT1);
    glShadeModel (GL_SMOOTH); //set the shader to smooth shader
    glEnable(GL_COLOR_MATERIAL);*/
    
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    /* program main loop */
    while (!bQuit)
    {
        if (blnUp)
           {thetaX += 0.1f;}
        if (blnDown)
           {thetaX += -0.1f;}
        if (blnRight)
           {thetaY += 0.1f;}
        if (blnLeft)
           {thetaY += -0.1f;}
        
        
        /* check for messages */
        if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
        {
            /* handle or dispatch messages */
            if (msg.message == WM_QUIT)
            {
                bQuit = TRUE;
            }
            else
            {
                TranslateMessage (&msg);
                DispatchMessage (&msg);
            }
        }
        else
        {
            /* OpenGL animation code goes here */

            glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
            glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

            glPushMatrix ();
            //glTranslatef(0.0f, 0.5f, 0.0f);
            /*GLfloat Light[] = {1, 1, 1};
            glLightfv (GL_LIGHT1, GL_AMBIENT, Light); //change the light accordingly
            //glLightfv (GL_LIGHT0, GL_DIFFUSE, Light); //change the light accordingly
            GLfloat LightPosition[] = {0, 0, 1, 0};
            //glLightfv (GL_LIGHT0, GL_POSITION, LightPosition);*/
            
            glRotatef (thetaX, 1.0f, 0.0f, 0.0f);
            glRotatef (thetaY, 0.0f, 1.0f, 0.0f);
            
            glBegin (GL_QUADS);//back
            glColor4f (0.5f, 0.5f, 0.0f, 0.5f);//yellow
            glVertex3f (0.5f, -0.5f, 0.5f);
            glVertex3f (0.5f, 0.5f, 0.5f);
            glVertex3f (-0.5f, 0.5f, 0.5f);
            glVertex3f (-0.5f, -0.5f, 0.5f);
            glEnd ();
            glBegin (GL_QUADS);//bottom
            glColor4f (1.0f, 0.6f, 0.0f, 0.5f);//orange
            glVertex3f (-0.5f, -0.5f, 0.5f);
            glVertex3f (-0.5f, -0.5f, -0.5f);
            glVertex3f (0.5f, -0.5f, -0.5f);
            glVertex3f (0.5f, -0.5f, 0.5f);
            glEnd ();
            glBegin (GL_QUADS);//right
            glColor4f (0.0f, 1.0f, 0.0f, 0.5f);//green
            glVertex3f (0.5f, -0.5f, -0.5f);
            glVertex3f (0.5f, 0.5f, -0.5f);
            glVertex3f (0.5f, 0.5f, 0.5f);
            glVertex3f (0.5f, -0.5f, 0.5f);
            glEnd ();
            glBegin (GL_QUADS);//left
            glColor4f (0.0f, 0.0f, 1.0f, 0.5f);//blue
            glVertex3f (-0.5f, -0.5f, -0.5f);
            glVertex3f (-0.5f, 0.5f, -0.5f);
            glVertex3f (-0.5f, 0.5f, 0.5f);
            glVertex3f (-0.5f, -0.5f, 0.5f);
            glEnd ();
            glBegin (GL_QUADS);//top
            glColor4f (1.0f, 0.0f, 0.0f, 0.5f);//red
            glVertex3f (-0.5f, 0.5f, 0.5f);
            glVertex3f (-0.5f, 0.5f, -0.5f);
            glVertex3f (0.5f, 0.5f, -0.5f);
            glVertex3f (0.5f, 0.5f, 0.5f);
            glEnd ();
            glBegin (GL_QUADS);//front
            glColor4f (1.0f, 1.0f, 1.0f, 0.5f);//white
            glVertex3f (-0.5f, -0.5f, -0.5f);
            glVertex3f (-0.5f, 0.5f, -0.5f);
            glVertex3f (0.5f, 0.5f, -0.5f);
            glVertex3f (0.5f, -0.5f, -0.5f);
            glEnd ();
            
            glPopMatrix ();
            SwapBuffers (hDC);

            //theta += 1.0f;
            //Sleep (10);
        }
    }

    /* shutdown OpenGL */
    DisableOpenGL (hWnd, hDC, hRC);

    /* destroy the window explicitly */
    DestroyWindow (hWnd);

    return msg.wParam;
}


/********************
 * Window Procedure
 *
 ********************/

LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
                          WPARAM wParam, LPARAM lParam)
{

    switch (message)
    {
    case WM_CREATE:
        return 0;
    case WM_CLOSE:
        PostQuitMessage (0);
        return 0;

    case WM_DESTROY:
        return 0;

    case WM_KEYDOWN:
        switch (wParam)
        {
        case VK_ESCAPE:
            PostQuitMessage(0);
            return 0;
        case VK_UP:
             blnUp = true;
             return 0;
        case VK_DOWN:
             blnDown = true;
             return 0;
        case VK_RIGHT:
             blnRight = true;
             return 0;
        case VK_LEFT:
             blnLeft = true;
             return 0;
        }
        return 0;
    case WM_KEYUP:
         switch (wParam)
         {
         case VK_ESCAPE:
            PostQuitMessage(0);
            return 0;
        case VK_UP:
             blnUp = false;
             return 0;
        case VK_DOWN:
             blnDown = false;
             return 0;
        case VK_RIGHT:
             blnRight = false;
             return 0;
        case VK_LEFT:
             blnLeft = false;
             return 0;
        }
        return 0;

    default:
        return DefWindowProc (hWnd, message, wParam, lParam);
    }
}


/*******************
 * Enable OpenGL
 *
 *******************/

void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC)
{
    PIXELFORMATDESCRIPTOR pfd;
    int iFormat;

    /* get the device context (DC) */
    *hDC = GetDC (hWnd);

    /* set the pixel format for the DC */
    ZeroMemory (&pfd, sizeof (pfd));
    pfd.nSize = sizeof (pfd);
    pfd.nVersion = 1;
    pfd.dwFlags = PFD_DRAW_TO_WINDOW | 
      PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
    pfd.iPixelType = PFD_TYPE_RGBA;
    pfd.cColorBits = 24;
    pfd.cDepthBits = 16;
    pfd.iLayerType = PFD_MAIN_PLANE;
    iFormat = ChoosePixelFormat (*hDC, &pfd);
    SetPixelFormat (*hDC, iFormat, &pfd);

    /* create and enable the render context (RC) */
    *hRC = wglCreateContext( *hDC );
    wglMakeCurrent( *hDC, *hRC );

}


/******************
 * Disable OpenGL
 *
 ******************/

void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC)
{
    wglMakeCurrent (NULL, NULL);
    wglDeleteContext (hRC);
    ReleaseDC (hWnd, hDC);
}

I tried using that in CodeBlocks, but it didn't work. I opened it by using the "import dev project" command, but I would like to save it like CodeBlocks normally does. Is there a save project as... command? I also tried to create a new blank project and paste the code in, but I got errors. I tried to use the OpenGL template, which looks almost identical to the one I used from dev, but it flagged errors too. What do I need to do to make this work?
here are my errors:

-------------- Build: Debug in 3D Box CodeBlocks ---------------

Linking console executable: bin\Debug\3D Box CodeBlocks.exe
obj\Debug\main.o: In function `WinMain@16':
C:/Users/Eli/Documents/C++/3D Box CodeBlocks/main.cpp:58: undefined reference to `GetStockObject@4'
C:/Users/Eli/Documents/C++/3D Box CodeBlocks/main.cpp:175: undefined reference to `SwapBuffers@4'
obj\Debug\main.o: In function `Z12EnableOpenGLP6HWND(HDC__ **, HGLRC__ **)':
C:/Users/Eli/Documents/C++/3D Box CodeBlocks/main.cpp:282: undefined reference to `ChoosePixelFormat@8'
C:/Users/Eli/Documents/C++/3D Box CodeBlocks/main.cpp:283: undefined reference to `SetPixelFormat@12'
collect2: ld returned 1 exit status
Process terminated with status 1 (0 minutes, 1 seconds)
4 errors, 0 warnings
closed account (zwA4jE8b)
I have never had much luck with codeblocks, so i apologize for not directly answering your question but...
I find eclipse to be a great and easy to use IDE.

http://eclipse.org/downloads/packages/eclipse-ide-cc-developers-includes-incubating-components/indigosr2

Also, maybe instead of importing a project directly just copy the source code and in your new IDE manually set up all your linking etc... etc...
You need to compile with the -mwindows flag, which sets a bunch of options for the linker, like for example the name of the main function (WinMain instead of main).
Last edited on
thanks -mwindows worked.
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