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Ending your game loop by a keypress

Last chapter you learned how to open a simple window and how to keep it open for 5 seconds. Now we will replace the 5 seconds of pause with a while loop, that quits when the user presses a key.

To do this, we will need a global variable, int_AppRunning, that is 1 when the while loop needs to continue and 0 when the while loop needs to stop. Since this is a global variable, define it right under your define code and initialize it to 1:

 int int_AppRunning = 1;

Now remove the ‘pause(5000)’ line, and replace it with the following code:

 while(int_AppRunning)
 {
     if(PeekMessage(&msg_Message,han_Window,0,0,PM_REMOVE))
     {
         if(!IsDialogMessage(han_Window,&msg_Message))
         {
             DispatchMessage(&msg_Message);
         }
     }
 }

This will loop until int_AppRunning becomes 0. In fact, it is this loop that will become our game loop, as in later tutorials the actual drawing of our scene will happen in this loop.

Every loop, the operating system will be asked if there are any messages (=events) for our window. To do this, we have to call the PeekMessage method and pass it the handle of our window. You also need to specify where to store the message, a lower and upper bound of the message queue and what to do with the message when it is read. Just remove it please.

If there is a new message for our window, this is stored in the msg_Message variable, which is then passed on (by calling the DispatchMessage method) to the window procedure linked to our window, which is in our case OurWindowProcedure. Of course we still have to define this variable, so put this at the beginning of your WinMain method:

 MSG msg_Message;

Now all we need to do is check when for keypresses, and if one occurs, set the int_AppRunning variable to 0. We will do this in the OurWindowProcedure, because this method is called everytime an event occurs, such as a keypress.

The method automatically gets some parameters, such as the kind of event (in our case, a keypress) and other parameters (such as the number of the key). Add this code to your OurWindowProcedure:

 switch(uint_Message)
 {
     case WM_KEYDOWN:
     {
         int_AppRunning = 0;
         break;
     }
     break;
 }

This will simply check if the message concers a keypress, and if so, it will set the int_AppRunning to 0, which will terminate the while loop, which causes the window to close and the application to terminate.




DirectX Tutorial 2 - Ending the game loop

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  • WM_DESTROY
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    This is what your code should look like:


    #include<windows.h>

     int int_AppRunning = 1;
     
     LRESULT CALLBACK OurWindowProcedure(HWND han_Wind,UINT uint_Message,WPARAM parameter1,LPARAM parameter2)
     {
         switch(uint_Message)
         {
             case WM_KEYDOWN:
             {
                 int_AppRunning = 0;
                 break;
             }
             break;
         }
     
         return DefWindowProc(han_Wind,uint_Message,parameter1,parameter2);
     }
     
     HWND NewWindow(LPCTSTR str_Title,int int_XPos, int int_YPos, int int_Width, int int_Height)
     {
         WNDCLASSEX wnd_Structure;
     
         wnd_Structure.cbSize = sizeof(WNDCLASSEX);
         wnd_Structure.style = CS_HREDRAW | CS_VREDRAW;
         wnd_Structure.lpfnWndProc = OurWindowProcedure;
         wnd_Structure.cbClsExtra = 0;
         wnd_Structure.cbWndExtra = 0;
         wnd_Structure.hInstance = GetModuleHandle(NULL);
         wnd_Structure.hIcon = NULL;
         wnd_Structure.hCursor = NULL;
         wnd_Structure.hbrBackground = GetSysColorBrush(COLOR_BTNFACE);
         wnd_Structure.lpszMenuName = NULL;
         wnd_Structure.lpszClassName = "WindowClassName";
         wnd_Structure.hIconSm = LoadIcon(NULL,IDI_APPLICATION);
     
         RegisterClassEx(&wnd_Structure);
     
         return CreateWindowEx(WS_EX_CONTROLPARENT, "WindowClassName", str_Title, WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX | WS_VISIBLE, int_XPos, int_YPos, int_Width, int_Height, NULL, NULL, GetModuleHandle(NULL), NULL);
     }
     
     int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPreviousInstance,LPSTR lpcmdline,int nCmdShow)
     {
         MSG msg_Message;
     
         HWND han_Window = NewWindow("DirectX C++ Tutorial",100,100,500,500);
     
         while(int_AppRunning)
         {
             if(PeekMessage(&msg_Message,han_Window,0,0,PM_REMOVE))
             {
                 if(!IsDialogMessage(han_Window,&msg_Message))
                 {
                     DispatchMessage(&msg_Message);
                 }
             }
         }
     
         DestroyWindow(han_Window);
     
         return 0;
     }
     
     


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    2007 - 2011 MVP Award
    DirectX - XNA

    Contents

    News
    Home
    Forum
    XNA 2.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    XNA 3.0 Recipes Book (8)
    Chapter 1
    Chapter 2
    Chapter 3
    Chapter 4
    Chapter 5
    Chapter 6
    Chapter 7
    Chapter 8
    Downloads
    Extra Reading (3)
    Matrices: geometrical
    Matrix Mathematics
    Homogenous matrices
    Community Projects (1)
    Team Project (1)
    News
    Tutorials (160)
    XNA 4.0 using C# (89)
    2D Series: Shooters (22)
    Starting a project
    Drawing fullscreen images
    Positioning images
    SpriteBatch.Draw()
    Rotation
    Keyboard input
    Writing text
    Angle to Direction
    Direction to Angle
    Smoke trail
    Manual texture creation
    Random terrain
    Texture to Colors
    Coll Detection Overview
    Coll Detection Matrices
    Putting CD into practice
    Particles
    Additive alpha blending
    Particle engine
    Adding craters
    Sound in XNA
    Resolution independency
    3D Series 1: Terrain (13)
    Starting a project
    The effect file
    The first triangle
    World space
    Rotation - translation
    Indices
    Terrain basics
    Terrain from file
    Keyboard
    Adding colors
    Lighting basics
    Terrain lighting
    VertexBuffer & IndexBuffer
    3D Series 2: Flightsim (14)
    Starting point
    Textures
    Loading the floorplan
    Creating the 3D city
    Loading a Model
    Ambient and diffuse
    Quaternion camera
    Flight kinematics
    Collision detection
    Adding targets
    Point sprites
    Alpha blending
    Skybox
    Camera delay
    3D Series 3: HLSL (18)
    Starting point
    HLSL introduction
    Vertex format
    Vertex shader
    Pixel shader
    Per-pixel colors
    Textured triangle
    Triangle strip
    World transform
    World normals
    Per-pixel lighting
    Shadow map
    Render to texture
    Projective texturing
    Real shadow
    Shaping the light
    Preshaders
    3D Series 4: Adv. terrain (19)
    Starting code
    Mouse camera
    Textured terrain
    Multitexturing
    Adding detail
    Skydome
    The water technique
    Refraction map
    Reflection map
    Perfect mirror
    Ripples
    The Fresnel term
    Moving water
    Specular highlights
    Billboarding
    Region growing
    Billboarding renderstates
    Perlin noise
    Gradient skybox
    Short Tuts (3)
    Run XNA on older pcs
    MessageBox in XNA
    Normal generation
    DirectX using C# (54)
    Series 1:Terrain (14)
    Opening a window
    Linking to the Device
    Drawing a triangle
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing bmp files
    Colored vertices
    DirectX Light basics
    Mesh creation
    Mesh lighting
    Series 2: Flightsim (19)
    Starting code
    Textures
    The floorplan
    Creating the 3D City
    Meshloading from file
    Ambient light
    Action
    Flight kinematics
    Collision detection
    Skybox
    Texture filtering
    Adding targets
    Point sprites
    Alpha blending
    DirectSound
    Sounds in 3D
    Playing MP3 files
    Displaying text
    Going fullscreen
    Series 3: HLSL (19)
    Starting point
    HLSL Introduction
    Vertex Shader
    Shaded triangle
    Pixel Shader
    Textured Triangle
    Triangle Strip
    World transform
    Adding normals
    The first light
    Shadow mapping
    Render To Texture
    Projective texturing
    The first shadow
    Shaping the light
    Preshaders
    Multiple lights
    Adjusting Z values
    Finishing touch
    Short Tuts (2)
    Resizing problem
    Checking Device caps
    DirectX using C++ (15)
    Series 1: Terrain (15)
    Opening a window
    Ending the game loop
    Linking to the Device
    Clearing your window
    Drawing a triangle
    Culling
    Camera
    Rotation - Translation
    Indices
    Terrain creation
    Terrain from file
    DirectInput
    Importing .bmp files
    Adding colors
    DirectX Light basics
    DirectX using VB (2)
    Series 1: Intro (2)
    The first triangle
    Rotation - translation
    -- Tree view --


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