www.pudn.com > Windows Game Programming Gurus Examp > demo4_6.cpp
// DEMO4_6.CPP - WM_TIMER demo // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say no to MFC #include// include all the windows headers #include // include useful macros #include // very important and include WINMM.LIB too! #include #include #include // DEFINES //////////////////////////////////////////////// // defines for windows #define WINDOW_CLASS_NAME "WINCLASS1" #define WINDOW_WIDTH 400 #define WINDOW_HEIGHT 300 // timer defines #define TIMER_ID1_SEC 1 // id of 1 sec timer #define TIMER_ID3_SEC 2 // id of 3 sec timer #define TIMER_ID30_SEC 3 // id of 30 sec timer // MACROS ///////////////////////////////////////////////// #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) // GLOBALS //////////////////////////////////////////////// HWND main_window_handle = NULL; // globally track main window HINSTANCE hinstance_app = NULL; // globally track hinstance char buffer[80]; // general printing buffer // FUNCTIONS ////////////////////////////////////////////// LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { // this is the main message handler of the system PAINTSTRUCT ps; // used in WM_PAINT HDC hdc; // handle to a device context char buffer[80]; // used to print strings static int counter1=0, // counters counter2=0, counter3=0; // what is the message switch(msg) { case WM_CREATE: { // do initialization stuff here // create a 1 second timer SetTimer(hwnd, TIMER_ID1_SEC, 1000,NULL); // now the 3 second timer SetTimer(hwnd, TIMER_ID3_SEC, 3000,NULL); // and finally the 30 second timer SetTimer(hwnd, TIMER_ID30_SEC, 30000,NULL); // return success return(0); } break; case WM_TIMER: { // there is a timer event, test what timer fired switch(wparam) { case TIMER_ID1_SEC: { // print out a message // get the dc hdc = GetDC(hwnd); // set the color SetTextColor(hdc,RGB(0,255,0)); SetBkColor(hdc,RGB(0,0,0)); SetBkMode(hdc,OPAQUE); // build up the messages sprintf(buffer,"The 1 second timer has fired %d times",++counter1); // print the message TextOut(hdc,0,0,buffer,strlen(buffer)); // release the dc ReleaseDC(hwnd,hdc); } break; case TIMER_ID3_SEC: { // make a beep MessageBeep(MB_ICONEXCLAMATION); // get the dc hdc = GetDC(hwnd); // set the color SetTextColor(hdc,RGB(0,255,0)); SetBkColor(hdc,RGB(0,0,0)); SetBkMode(hdc,OPAQUE); // build up the messages sprintf(buffer,"The 3 second timer has fired %d times",++counter2); // print the message TextOut(hdc,0,20,buffer,strlen(buffer)); // release the dc ReleaseDC(hwnd,hdc); } break; case TIMER_ID30_SEC: { // make a beep MessageBeep(MB_ICONEXCLAMATION); // get the dc hdc = GetDC(hwnd); // set the color SetTextColor(hdc,RGB(0,255,0)); SetBkColor(hdc,RGB(0,0,0)); SetBkMode(hdc,OPAQUE); // build up the messages sprintf(buffer,"The 30 second timer has fired %d times",++counter3); // print the message TextOut(hdc,0,40,buffer,strlen(buffer)); // release the dc ReleaseDC(hwnd,hdc); } break; // .. test for other id's default:break; } // end switch } break; case WM_PAINT: { // simply validate the window hdc = BeginPaint(hwnd,&ps); // end painting EndPaint(hwnd,&ps); // return success return(0); } break; case WM_DESTROY: { // kill the application, this sends a WM_QUIT message PostQuitMessage(0); // return success return(0); } break; default:break; } // end switch // process any messages that we didn't take care of return (DefWindowProc(hwnd, msg, wparam, lparam)); } // end WinProc // WINMAIN //////////////////////////////////////////////// int WINAPI WinMain( HINSTANCE hinstance, HINSTANCE hprevinstance, LPSTR lpcmdline, int ncmdshow) { WNDCLASSEX winclass; // this will hold the class we create HWND hwnd; // generic window handle MSG msg; // generic message HDC hdc; // graphics device context // first fill in the window class stucture winclass.cbSize = sizeof(WNDCLASSEX); winclass.style = CS_DBLCLKS | CS_OWNDC | CS_HREDRAW | CS_VREDRAW; winclass.lpfnWndProc = WindowProc; winclass.cbClsExtra = 0; winclass.cbWndExtra = 0; winclass.hInstance = hinstance; winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); winclass.hCursor = LoadCursor(NULL, IDC_ARROW); winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); winclass.lpszMenuName = NULL; winclass.lpszClassName = WINDOW_CLASS_NAME; winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // save hinstance in global hinstance_app = hinstance; // register the window class if (!RegisterClassEx(&winclass)) return(0); // create the window if (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "Multiple Timer Demo", // title WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,0, // initial x,y WINDOW_WIDTH, // initial width WINDOW_HEIGHT,// initial height NULL, // handle to parent NULL, // handle to menu hinstance,// instance of this application NULL))) // extra creation parms return(0); // save main window handle main_window_handle = hwnd; // get the graphics device context hdc = GetDC(hwnd); // enter main event loop, but this time we use PeekMessage() // instead of GetMessage() to retrieve messages while(TRUE) { // test if there is a message in queue, if so get it if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { // test if this is a quit if (msg.message == WM_QUIT) break; // translate any accelerator keys TranslateMessage(&msg); // send the message to the window proc DispatchMessage(&msg); } // end if // main game processing goes here if (KEYDOWN(VK_ESCAPE)) SendMessage(hwnd, WM_CLOSE, 0,0); } // end while // release the device context ReleaseDC(hwnd,hdc); // return to Windows like this return(msg.wParam); } // end WinMain ///////////////////////////////////////////////////////////