The Helworld.c sample has a very simple main window procedure-after all, the application allows practically no user interaction.
When the window procedure receives a WM_DESTROY message, it calls the CleanUp function, just as you would expect.
When it receives a WM_ACTIVATE message, it retrieves an IDirect3DRMWinDevice interface and calls the IDirect3DRMWinDevice::HandleActivate method to ensure that the colors are correct in the active rendering window. Similarly, the function reacts to a WM_PAINT message by calling the IDirect3DRMWinDevice::HandlePaint method.
/////////////////////////////////////////////////////////////////////
//
// WindowProc
// Main window message handler.
//
/////////////////////////////////////////////////////////////////////
LONG FAR PASCAL WindowProc(HWND win, UINT msg,
WPARAM wparam, LPARAM lparam)
{
RECT r;
PAINTSTRUCT ps;
LPDIRECT3DRMWINDEVICE lpD3DRMWinDev;
switch (msg) {
case WM_DESTROY:
CleanUp();
break;
case WM_ACTIVATE:
{
// Create a Windows-specific D3DRM window device to handle this
// message.
LPDIRECT3DRMWINDEVICE lpD3DRMWinDev;
if (!myglobs.dev)
break;
myglobs.dev->lpVtbl->QueryInterface(myglobs.dev,
&IID_IDirect3DRMWinDevice, (void **) &lpD3DRMWinDev);
lpD3DRMWinDev->lpVtbl->HandleActivate(lpD3DRMWinDev,
(WORD) wparam);
lpD3DRMWinDev->lpVtbl->Release(lpD3DRMWinDev);
}
break;
case WM_PAINT:
if (!myglobs.bInitialized || !myglobs.dev)
return DefWindowProc(win, msg, wparam, lparam);
// Create a Windows-specific D3DRM window device to handle this
// message.
if (GetUpdateRect(win, &r, FALSE)) {
BeginPaint(win, &ps);
myglobs.dev->lpVtbl->QueryInterface(myglobs.dev,
&IID_IDirect3DRMWinDevice, (void **) &lpD3DRMWinDev);
if (FAILED(lpD3DRMWinDev->lpVtbl->HandlePaint(lpD3DRMWinDev,
ps.hdc)))
lpD3DRMWinDev->lpVtbl->Release(lpD3DRMWinDev);
EndPaint(win, &ps);
}
break;
default:
return DefWindowProc(win, msg, wparam, lparam);
}
return 0L;
}