Désactiver Le Redimensionnement De La Fenêtre Win32

comment puis-je désactiver le redimensionnement en faisant glisser le bord de windows?

Voici ma création de la fenêtre de code

bool CreateGLWindow(char* title, int width, int height)
{
GLuint      PixelFormat;            //Holds The Results After Searching For A Match
WNDCLASS    wc;                     //Windows Class Structure
DWORD       dwExStyle;              //Window Extended Style
DWORD       dwStyle;                //Window Style
RECT        WindowRect;             //Grabs Rectangle Upper Left /Lower Right Values
WindowRect.left=(long)0;            //Set Left Value To 0
WindowRect.right=(long)width;       //Set Right Value To Requested Width
WindowRect.top=(long)0;             //Set Top Value To 0
WindowRect.bottom=(long)height;     //Set Bottom Value To Requested Height
hInstance           = GetModuleHandle(NULL);                //Grab An Instance For Our Window
wc.style            = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   //Redraw On Size, And Own DC For Window.
wc.lpfnWndProc      = (WNDPROC) WndProc;                    //WndProc Handles Messages
wc.cbClsExtra       = 0;                                    //No Extra Window Data
wc.cbWndExtra       = 0;                                    //No Extra Window Data
wc.hInstance        = hInstance;                            //Set The Instance
wc.hIcon            = LoadIcon(NULL, IDI_WINLOGO);          //Load The Default Icon
wc.hCursor          = LoadCursor(NULL, IDC_ARROW);          //Load The Arrow Pointer
wc.hbrBackground    = NULL;                                 //No Background Required For GL
wc.lpszMenuName     = NULL;                                 //We Don't Want A Menu
wc.lpszClassName    = "OpenGL";                             //Set The Class Name
if (!RegisterClass(&wc))                                    //Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                                           //Return FALSE
}
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           //Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW;                            //Windows Style
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);     //Adjust Window To True Requested Size
//Create The Window
if (!(hWnd=CreateWindowEx(  dwExStyle,                          //Extended Style For The Window
"OpenGL",                           //Class Name
title,                              //Window Title
dwStyle |                           //Defined Window Style
WS_CLIPSIBLINGS |                   //Required Window Style
WS_CLIPCHILDREN,                    //Required Window Style
0, 0,                               //Window Position
WindowRect.right-WindowRect.left,   //Calculate Window Width
WindowRect.bottom-WindowRect.top,   //Calculate Window Height
NULL,                               //No Parent Window
NULL,                               //No Menu
hInstance,                          //Instance
NULL)))                             //Dont Pass Anything To WM_CREATE
{
KillGLWindow();                             //Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                               //Return FALSE
}
static  PIXELFORMATDESCRIPTOR pfd=              //pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR),              //Size Of This Pixel Format Descriptor
1,                                          //Version Number
PFD_DRAW_TO_WINDOW |                        //Format Must Support Window
PFD_SUPPORT_OPENGL |                        //Format Must Support OpenGL
PFD_DOUBLEBUFFER,                           //Must Support Double Buffering
PFD_TYPE_RGBA,                              //Request An RGBA Format
24,                                     //Select Our Color Depth
0, 0, 0, 0, 0, 0,                           //Color Bits Ignored
0,                                          //No Alpha Buffer
0,                                          //Shift Bit Ignored
0,                                          //No Accumulation Buffer
0, 0, 0, 0,                                 //Accumulation Bits Ignored
24,                                         //24Bit Z-Buffer (Depth Buffer)  
0,                                          //No Stencil Buffer
0,                                          //No Auxiliary Buffer
PFD_MAIN_PLANE,                             //Main Drawing Layer
0,                                          //Reserved
0, 0, 0                                     //Layer Masks Ignored
};
if (!(hDC=GetDC(hWnd)))                         //Did We Get A Device Context?
{
KillGLWindow();                             //Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                               //Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) //Did Windows Find A Matching Pixel Format?
{
KillGLWindow();                             //Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                               //Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))       //Are We Able To Set The Pixel Format?
{
KillGLWindow();                             //Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                               //Return FALSE
}
if (!(hRC=wglCreateContext(hDC)))               //Are We Able To Get A Rendering Context?
{
KillGLWindow();                             //Reset The Display
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                               //Return FALSE
}
if(!wglMakeCurrent(hDC,hRC))                    //Try To Activate The Rendering Context
{
KillGLWindow();                             //Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return false;                               //Return FALSE
}
ShowWindow(hWnd,SW_SHOW);                       //Show The Window
SetForegroundWindow(hWnd);                      //Slightly Higher Priority
SetFocus(hWnd);                                 //Sets Keyboard Focus To The Window
reshape(width, height);                 //Set Up Our Perspective GL Screen
init();
return true;                                    //Success
}
InformationsquelleAutor Chris | 2010-07-18