int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int nCmdShow) { MSG msg; game = new Game(&backHDC, &frontHDC, &bitmapHDC, &screenRect, &CONTROLS); RegisterMyWindow(hInstance); if (!InitialiseMyWindow(hInstance, nCmdShow)) return FALSE; setBuffers(); while (TRUE) { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message==WM_QUIT) break; TranslateMessage (&msg); DispatchMessage (&msg); } else { if(WaitFor(10)) game->play(); } } releaseResources(); return msg.wParam ; }
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int nCmdShow) { MSG msg; HDC hdcWindow; RegisterMyWindow(hInstance); if (!InitialiseMyWindow(hInstance, nCmdShow)) return FALSE; hdcWindow = GetWindowDC (Application.ghwnd); Application.setBuffers(); while (Application.Running()) { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message==WM_QUIT) break; TranslateMessage (&msg); DispatchMessage (&msg); } else { Application.MainLoop(); } } Application.releaseResources(); return msg.wParam ; }
// Entry point. The program start here int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int nCmdShow) { MSG msg; RegisterMyWindow(hInstance); if (!InitialiseMyWindow(hInstance, nCmdShow)) return FALSE; scene.Init(&hwnd, &input); timer.Initialize(); bool running = true; userContinue = true; while (running) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { // update delta time timer.Frame(); // Update and render scene scene.Update(timer.GetTime()); userContinue = TestKeys(); } if (!userContinue) { running = UserContinue(); } } return msg.wParam; }