Game loop in Win32 API - c++

I'm creating game mario like in win32 GDI . I've implemented the new loop for game :
PeekMessage(&msg,NULL,0,0,PM_NOREMOVE);
while (msg.message!=WM_QUIT)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else // No message to do
{
gGameMain->GameLoop();
}
}
But my game just running until I press Ctrl + Alt + Del ( mouse cursor is rolling ).

I've always been using something like that:
MSG msg;
while (running){
if (PeekMessage(&msg, hWnd, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
try{
onIdle();
}
catch(std::exception& e){
onError(e.what());
close();
}
}
onIdle is actual game lopp implementation, onError() is an error handler (takes error description as argument), and "running" is either a global bool variable or a class member. Setting "running" to false shuts down the game.

I think this really depends on your context. Windows will only send a WM_QUIT in response to your application calling PostQuitMessage. A common (if not great) solution here is to use a bool to exit the message loop when your program wants to end.

I guess the program may ask user for continue or exit, inside GameLoop function call. On exit Post WM_QUIT message to the window.
PostMessage(hWnd, WM_QUIT, 0, 0 );
hWnd-> The handle of the game window
else make a call to
DestroyWindow(hWnd);
This will send a WM_DESTROY to your window procedure. There you can call
PostQuitMessage(0);

Related

WinAPI What happens if I don't Translate and Dispatch unhandled message

On GetMessage reference from microsoft we have the next example:
BOOL bRet;
while( (bRet = GetMessage( &msg, hWnd, 0, 0 )) != 0)
{
if (bRet == -1)
{
// handle the error and possibly exit
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
What if I just ignore unhandled messages in the main loop of my program and move on?
Is there any risk to it? Will Windows complain/leak memory/hold resources for longer than necessary if I don't translate+dispatch this message if I don't actually need/want to handle it?
According The Message Loop,
The TranslateMessage function is related to keyboard input. It
translates keystrokes (key down, key up) into characters. You do not
really have to know how this function works; just remember to call it
before DispatchMessage. The link to the MSDN documentation will give
you more information, if you are curious.
The DispatchMessage function tells the operating system to call the
window procedure of the window that is the target of the message. In
other words, the operating system looks up the window handle in its
table of windows, finds the function pointer associated with the
window, and invokes the function.
If I don't translate+dispatch, loop will not be able to handle keyboard input and window messages. For example, the window cannot be moved, cannot be redrawn or closed. This has nothing to do with memory leaks
Having said that, a standard Message loop should be:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
Accelerators are what matters here, otherwise known as "short-cut keys". Your program wants to respond to them regardless of which window has the focus. Like F1 shows the program's help file, regardless which control has the focus. You don't want to have to write code that subclasses every control window to recognize F1.
Refer: why exactly TranslateMessage

Handling Windows messages so that my application responds correctly

I had an old piece of code that I wrote about 15 years ago to do some file manipulation, which runs through a script to process 1/2 sourcefiles and output to 1/2 outputfiles and I've been trying to write it 'properly' so that it will run under Windows 7/8 as a scheduled task.
I've ported it to Visual Studio 2013 Express, and managed to get it to work (execute and generate the desired results) pretty quickly, processing my text input file, stripping rubbish out of it, and generating a formatted CSV file in about 38 seconds, however it Ghosts, and goes non-responsive until such time as the processing of the file completes, which is okish for user execution, but Windows 7 and 8 don't like running it as a scheduled task, and close it as soon as it ghosts.
I've tried re-writing the large chunk of processing code so that it returns to the main message handling loop after each line of script, and this functions, albeit about ten-twenty times slower (depending on whether I'm using GetMessage or PeekMessage, however I'm still struggling with the application ghosting, despite each line of script only taking a few milliseconds to run.
My Main Window code is currently;
while (msg.message != WM_QUIT)
{
while ((PeekMessage(&msg, NULL, 0, WM_COMMAND - 1, PM_REMOVE) > 0) ||
(PeekMessage(&msg, NULL, WM_COMMAND+1, 0xFFFF, PM_REMOVE) > 0))
// While there are any system messages with a value <> WM_COMMAND,
// Process these first
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) > 0)
// Process one WM_COMMAND message i.e. one of mine.
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
where my WndProc function has a giant case statement that processes all my posted messages to perform one sub-task of my file processing and all the windows system-type responses. I've cut out some of the 'doing stuff' commands, but you'll get the gist
it's a;
until we reach my iteration bit in the scriptfile;
process phase 1
until we finish processing the sourcefile or go round enough iterations;
process phase 2
until we reach the end of the sourcefile
process phase 3
end
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
//////////////////////////////
/* Start of my menu uptions */
//////////////////////////////
case MI_FILE_EXIT:
DestroyWindow(hWnd);
return(0);
case MI_RUN_EXECUTE:
// * Open Necessary Files * //
// * Start Processing ScriptFile * //
phase = 1;
command = 'A';
PostMessage(hWnd, WM_COMMAND, MI_PHASE_1, lParam);
return(0);
case MI_PHASE_1:
nextcommand = ProcessCommand(command);
if (ScriptFileComplete)
{
// We've reached the end of the script - stop processing
PostMessage(hWnd, WM_COMMAND, MI_SCRIPT_COMPLETE, lParam);
break;
}
else if (nextcommand = '<')
{
// prep for start of phase 2
phase = 2;
tiptr = tptr;
command = nextcommand;
PostMessage(hWnd, WM_COMMAND, MI_PHASE_2, lParam);
break;
}
else
{
// process the nextcommand
command = nextcommand;
PostMessage(hWnd, WM_COMMAND, MI_PHASE_1, lParam);
break;
}
return(0);
case MI_PHASE_2:
nextcommand = ProcessCommand(command);
redrawscreen(hWnd);
if (nextcommand == '>')
{
// we're at the end of the iteration
if (UseIterationCount)
{
IterationCount--;
if (IterationCount <= 0)
{
phase = 3;
command = nextcommand;
PostMessage(hWnd, WM_COMMAND, MI_PHASE_3, lParam);
break;
}
}
}
else if (ScriptFileComplete)
{
// We've reached the end of the script - stop processing
PostMessage(hWnd, WM_COMMAND, MI_SCRIPT_COMPLETE, lParam);
break;
}
else if (SourceFileAComplete)
// We've reached the end of the Source File - stop processing
{
PostMessage(hWnd, WM_COMMAND, MI_SCRIPT_COMPLETE, lParam);
break;
}
else // All's normal and we're just processing the next command
{
command = nextcommand;
PostMessage(hWnd, WM_COMMAND, MI_PHASE_2, lParam);
break;
}
return(0);
case MI_PHASE_3:
nextcommand = ProcessCommand(command);
command = nextcommand;
// test to see if we go round phase 3 loop again
if ((!ScriptFileComplete) && (!SourceFileAComplete))
{
PostMessage(hWnd, WM_COMMAND, MI_PHASE_3, lParam);
break;
}
else // we've cleared that and we're at scriptfile EOF
{
PostMessage(hWnd, WM_COMMAND, MI_SCRIPT_COMPLETE, lParam);
break;
}
return(0);
case MI_SCRIPT_COMPLETE:
// We're at the end of the script - close things down.
CloseFiles();
DrawMenuBar(hWnd);
if (AutoExit)
PostMessage(hWnd, WM_QUIT, wParam, lParam);
return(0);
case MI_DO_NOTHING: // blank code for initial entry to main message loop
return(0);
default: // somehow an invalid message was posted
log("invalid message was posted");
return(0);
}
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
redrawscreen(hWnd);
EndPaint(hWnd, &ps);
return(0);
case WM_DESTROY:
PostQuitMessage(0);
return(0);
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return(0);
}
So the idea is that after each call to processCommand (i.e. carry out one line of my script processing), return to the main message handle, respond to any events (like someone moving the window or clicking on the close button), and then process the next line of my script.
I'm clearly missing something (or lots of things) regarding which messages I should be checking and processing on a regular basis, so if anyone can offer suggestions/advice as to;
What messages should I be handling before all others?
How often should my application be checking for system messages?
Am I going about this completely wrong?
e.g. should I be threading the processing code? - the app shouldn't require any user interaction while it's running, but it would be good practise to allow a user to move/resize/quit it, which I was hoping to achieve through posting messages back to WM_COMMAND
Thank you very much for even reading this far. Any and all advice no matter how sharp (if it helps) appreciated.
Richard.
- UPDATE -
Thanks both for the pointers - it's clear that this does warrant threading my slow file access bits of code, so I've re-written to do this, but now I'm just a bit stuck as to where I should do fire off the thread / join afterwards - There's lots of examples where the thread is fired off in the main window and then joined straight afterwards e.g.;
void My_Slow_Task(){
; // Process lots of data
}
int main(){
std::thread t1(My_Slow_Task);
t1.join();
return 0;
}
but as pointed out below doing this in my message handling block just means it sits there like a lemon until the thread finishes, but I need a user to be able to make changes to the outputfiles etc. before they kick off the file manipulation process (it can be automated, but it needs to be able to not be as well), so at the moment, I'm after something like;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
// one of these messages is the menuitem for 'Run_my_big_chunk_of_processing' and sets 'ExecutingScript' to TRUE
// another will be to change the location of the output file or edit the script etc.
if (ExecutingScript == TRUE)
{
ExecutingScript = FALSE;
std::thread t1(Run_my_big_chunk_of_processing);
t1.join();
PostMessage(hWnd, WM_COMMAND, MI_RUN_COMPLETE, lParam);
// to do the close files, tidy up and feed back to the user.
}
}
If anyone's knows how I can handle the request from the user to start the slow process and fire it off, without the GUI having to wait for it to finish before handling other messages, then that'll be it sorted.
- SOLUTION? -
Use an outer control loop for user interaction while the thread isn't running, and an inner one for while it is;
_twinMain()
{
// Initialise Stuff
// Pre-exec message loop
// Outer messagehandling loop
while (!AllDone)
// we're !AllDone on entry, and AllDone when the app gets
// a WM_QUIT or other triggered abort e.g. script failure
{
// Pre/post-exec message loop
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (ExecutingScript)
// this will be set by auto-run in the ini file,
// or manually by a user clicking the menu option
{
std::thread t1(RunThread);
// Exec message loop
while (ExecutingScript)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) > 0)
// There may be no messages, as we could be in auto-run
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
t1.join();
PostMessage(hWnd, WM_COMMAND, MI_RUN_COMPLETE, lParam);
}
}
return (int) msg.wParam;
}
Thanks for all your help
VS2013 has the C++11 <thread> stuff, no need for non-standard libraries. std::aync(std::launch::async) will run a background task, std::future::wait_for allows you to check from the messsage loop whether the operation has finished. Of course, you can also use a old-style PostQuitMessage(WM_APP) from the processing thread. Either way, after the message loops exits, call .join() on the worked thread to clean it up, then exit the main thread.

Creating Responsive Windows winapi c++

I am just learning to create a gui using the winapi, but i have run into an issue. I can create a window like this
#include "stdafx.h"
#include <windows.h>
int main()
{
HWND hwnd = CreateWindow(L"STATIC",NULL,WS_VISIBLE|WS_SYSMENU|WS_CAPTION,0,0,600,600,NULL,NULL,NULL,NULL);
UpdateWindow(hwnd);
MSG msg;
while(GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
_gettch();
}
But the windows will not close when the close button is clicked, and the window can not be dragged around or moved. I was wondering how i would enable these features of the window.
Static windows are not there for normal windows, you should try and look up how to register and handle your own class with RegisterWindowEx then use the same class name to create a window. You have to have your own window procedure in order to handle messages.
All window classes registered by the system run their own default window procudure and as far as I know none of them handle WM_CLOSE ( that is the close button ) this is why you can't close it.
For you main windows always use something like WS_OVERLAPPEDWINDOW so it'll be clear if it's okay or not and from that eliminate the flags you don't need.
How you set it up :
WNDCLASSEX wndcls;
HWND hMainWnd;
// Register your own window class
ZeroMemory(&wndcls,sizeof(WNDCLASSEX));
wndcls.cbSize=sizeof(WNDCLASSEX);
wndcls.style=CS_VREDRAW+CS_HREDRAW;
wndcls.lpfnWndProc=&appWndFunc;
wndcls.hInstance=hInstance;
wndcls.hIcon=hMainIcon; // or just LoadIcon(hInstance,MAKEINTRESOURCE(IDI_MAIN_ICON))
wndcls.hIconSm=hMainIcon;
wndcls.hCursor=LoadCursor((HINSTANCE)NULL,IDC_ARROW);
wndcls.hbrBackground=(HBRUSH)COLOR_APPWORKSPACE;
wndcls.lpszClassName="myWndClass";
if (RegisterClassEx(&wndcls)==0)
{
// failed to register class name
return false;
}
// Create window with your own class
hMainWnd=CreateWindowEx(0,\
"myWndClass","widnow title",\
WS_OVERLAPPEDWINDOW|WS_VISIBLE,\
0,\
0,\
250,\
250,\
hMainWnd,NULL,hInstance,NULL);
if (hMainWnd==(HWND)NULL)
{
// failed to create main window
return false;
}
Then your main loop :
bool bAppMainLoop=false
while(!bAppMainLoop)
{
WaitMessage();
while(PeekMessage(&emsg,NULL,0,0,PM_NOREMOVE))
{
if(GetMessage(&emsg,NULL,0,0)==0)
{
bAppMainLoop=true;
break;
}
TranslateMessage(&emsg);
DispatchMessage(&emsg);
}
}
This is a bit more than usual setup, so let me explain , in order to not burn CPU, you wait for a message with WaitMessage, it'll block until something happens, like move window, click, paint etc. PeekMessage will return true if there is a message so calling it in a while loop will make sure it drains the message quene, GetMessage will obtain the message if it returns 0 it means that your app called the PostQuitMessage(0) so a WM_QUIT arrived was found in the message loop that means it's time to break out from the message loop. The rest Translate and Dispatch does what it name says.
Finally you need your own window procedure :
LRESULT CALLBACK appWndFunc(HWND hWnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
if (uMsg==WM_CLOSE)
{
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
DefWindowProc is essential that handles all commonly occurring messages from the system, thus you don't need to handle those here. You simply respond to the WM_CLOSE message which is sent when you want to close the window and post a quit message into the message loop that you will catch and exit.
Additional info :
It's not required to release your stuff since windows does that for you so it wont be locked the next time you start your program , but it's a good practice to at least Unregister your window class after your main loop.
Btw that is the wrong main function : WinMain that is the correct one. Plus to avoid even more bugs make sure you compile a windows GUI application.

Win32 ReleaseDC and DestroyWindow returning 0

I have a single window created with the CS_OWNDC style for an engine I'm coding and it's showing properly, but when I'm closing the program and I call the ReleaseDC(hWnd, hDC) the function returns 0 always (and according to MSDN it means it couldn't be released).
The DestroyWindow(hWnd) is also returning 0.
I am calling GetDC(hWnd) during the window creation.
What is weird is that I only get this error if I pass through the messaging function, even if it has nothing coded inside.
My main code is looking like this:
WindowManager windowManager;
HWND mainWindow = windowManager.Initialize("Title", "ClassName", 1024, 768, 32, WindowProc);
MSG msg;
while(true)
{
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if(msg.message == WM_QUIT) { break; }
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
}
windowManager.Clear(); //this calls ReleaseDC(hWnd, DC) and DestroyWindow(hWnd) among other release codes
What I don't understand is that if I comment the whole while loop, I don't get the release or destroy window errors.
Calling GetLastError() gives me a 0 too.
On MSDN it says the DestroyWindow must be called from the same thread, but I'm not coding any multi thread functions so I don't think that's the case.
What could be causing this?

PostMessage() succeeds but my message processing code never receives the message

In my C++ application's GUI object I have the following in the main window procedure:
case WM_SIZE:
{
OutputDebugString(L"WM_SIZE received.\n");
RECT rect = {0};
GetWindowRect(hwnd, &rect);
if (!PostMessage(0, GUI_MSG_SIZECHANGED, w, MAKELONG(rect.bottom - rect.top, rect.right - rect.left))) {
OutputDebugString(L"PostMessage failed.\n"); // <--- never called
}
}
return 0; // break;
The GUI object also has the following getMessage() method:
int GUI::getMessage(MSG & msg) {
BOOL result = 0;
while ((result = GetMessage(&msg, 0, 0, 0)) > 0) {
if (msg.message > (GUI_MSG_BASE-1) && msg.message < (GUI_MSG_LAST+1)) {
OutputDebugString(L"GUI message received.\n");
break;
}
else {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return result;
}
The application object calls this method in the following way:
while ((result = _gui.getMessage(msg)) > 0) {
switch (msg.message) {
// TODO: Add gui message handlers
case GUI_MSG_SIZECHANGED:
OutputDebugString(L"GUI_MSG_SIZECHANGED received.\n");
_cfg.setWndWidth(HIWORD(msg.lParam));
_cfg.setWndHeight(LOWORD(msg.lParam));
if (msg.wParam == SIZE_MAXIMIZED)
_cfg.setWndShow(SW_MAXIMIZE);
else if (msg.wParam == SIZE_MINIMIZED)
_cfg.setWndShow(SW_MINIMIZE);
else if (msg.wParam == SIZE_RESTORED)
_cfg.setWndShow(SW_SHOWNORMAL);
break;
}
}
The application object is interested in the window size because it stores this information in a configuration file.
When I run this in Visual Studio's debugger, the output window looks like this after resizing the window:
WM_SIZE received.
GUI message received.
GUI_MSG_SIZECHANGED received.
WM_SIZE received.
WM_SIZE received.
WM_SIZE received.
WM_SIZE received.
...etc...
The PostMessage() function never fails, but seems to only send GUI_MSG_SIZECHANGED (#defined as WM_APP + 0x000d) the first time WM_SIZE is handled, which is right after handling WM_CREATE.
I have no idea what could be causing this. I tried using SendMessage and PostThreadMessage but the result is the same. Also read through MSDN's message handling documentation but couldn't find what's wrong with my code.
Could anyone help?
Hacking a custom message loop is something you'll live to regret some day. You hit it early.
Don't post messages with a NULL window handle, they can only work if you can guarantee that your program only ever pumps your custom message loop. You cannot make such a guarantee. These messages fall into the bit bucket as soon as you start a dialog or Windows decides to pump a message loop itself. Which is the case when the user resizes a window, the resize logic is modal. Windows pumps its own message loop, WM_ENTERSIZEMOVE announces it. This is also the reason that PostThreadMessage is evil if the thread is capable of displaying any window. Even a MessageBox is fatal. DispatchMessage cannot deliver the message.
Create a hidden window that acts as the controller. Now you can detect GUI_MSG_SIZECHANGED in its window procedure and no hacks to the message loop are necessary. That controller is not infrequently the main window of your app btw.