add window message queue
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+29
-1
@@ -10,6 +10,8 @@ INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
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wc.lpszClassName = TEXT("D3D9"); // class name
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wc.lpfnWndProc = WindowProc; // callback function for windows to communicate with our application
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wc.hbrBackground = CreateSolidBrush(RGB(0, 255, 0));
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wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
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wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
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// 2. register window class
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if (!RegisterClass(&wc)) return 100;
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@@ -40,8 +42,19 @@ INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
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BOOL Window::run()
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{
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// 6. run window
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// GetMessage - syncronous call which holds until a new message arrived
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// PeekMessage - get last message from message queue or nothing if there is no message
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// TranslateMessage - translates keyboard input
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// DispatchMessage - send message to WindowProcedure
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MSG msg = {};
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if (PeekMessage(&msg, nullptr, 0, UINT_MAX, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return true;
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return msg.message != WM_QUIT;
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}
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void Window::deInit()
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@@ -50,5 +63,20 @@ void Window::deInit()
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LRESULT WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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switch (msg)
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{
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case WM_CLOSE:
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DestroyWindow(hWnd);
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return 0;
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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case WM_KEYDOWN:
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if (wParam == VK_ESCAPE) DestroyWindow(hWnd);
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break;
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}
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return DefWindowProc(hWnd, msg, wParam, lParam);
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}
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