Archived

This topic is now archived and is closed to further replies.

PrinceofZ

problems with timer

Recommended Posts

PrinceofZ    122
i try to write a tetrisclone... everytime i run this programm it doesnt respond (ctrl-alt-del), it's because of the timer i think because without it, it runs fine(but to fast for checking the pressed keys), so what did i wrong? #include // Header File For Windows #include // Header File For Standard Input/Output #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include #include // Header File For Variable Argument Routines HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application bool keys[256]; // Array Used For The Keyboard Routine bool active=true; // Window Active Flag Set To TRUE By Default bool fullscreen=true; // Fullscreen Flag Set To Fullscreen Mode By Default bool firstrun=true; //will be used to define all variables on firstrun bool newblock=true; int column = 1; //for definition of x and y coordinates int row=1; int steps[6]={ 1, 2, 4, 5, 10, 20 }; // Stepping Values For Slow Video Adjustment int adjust=1; // Speed Adjustment For Really Slow Video Cards struct // Create A Structure For The Timer Information { __int64 frequency; // Timer Frequency float resolution; // Timer Resolution unsigned long mm_timer_start; // Multimedia Timer Start Value unsigned long mm_timer_elapsed; // Multimedia Timer Elapsed Time bool performance_timer; // Using The Performance Timer? __int64 performance_timer_start; // Performance Timer Start Value __int64 performance_timer_elapsed; // Performance Timer Elapsed Time } timer; // Structure Is Named timer typedef struct{ //for the 4 "moving" blocks int x, y; //x/y coordinates for the moving blocks } blocks; blocks block[4]; typedef struct // Create A Structure For Star { int x, y; // x/y coordinates bool moving; bool stone; // is there something? } cubes; // Structures Name Is Cubes cubes cube[250]; // Make 'cube' Array Of '250' Using Info From The Structure 'cubes' GLuint texture[1]; // Storage For One Texture ( NEW ) LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc void TimerInit(void) // Initialize Our Timer (Get It Ready) { memset(&timer, 0, sizeof(timer)); // Clear Our Timer Structure // Check To See If A Performance Counter Is Available // If One Is Available The Timer Frequency Will Be Updated if (!QueryPerformanceFrequency((LARGE_INTEGER *) &timer.frequency)) { // No Performace Counter Available timer.performance_timer = FALSE; // Set Performance Timer To FALSE timer.mm_timer_start = timeGetTime(); // Use timeGetTime() To Get Current Time timer.resolution = 1.0f/1000.0f; // Set Our Timer Resolution To .001f timer.frequency = 1000; // Set Our Timer Frequency To 1000 timer.mm_timer_elapsed = timer.mm_timer_start; // Set The Elapsed Time To The Current Time } else { // Performance Counter Is Available, Use It Instead Of The Multimedia Timer // Get The Current Time And Store It In performance_timer_start QueryPerformanceCounter((LARGE_INTEGER *) &timer.performance_timer_start); timer.performance_timer = TRUE; // Set Performance Timer To TRUE // Calculate The Timer Resolution Using The Timer Frequency timer.resolution = (float) (((double)1.0f)/((double)timer.frequency)); // Set The Elapsed Time To The Current Time timer.performance_timer_elapsed = timer.performance_timer_start; } } float TimerGetTime() // Get Time In Milliseconds { __int64 time; // time Will Hold A 64 Bit Integer if (timer.performance_timer) // Are We Using The Performance Timer? { QueryPerformanceCounter((LARGE_INTEGER *) &time); // Grab The Current Performance Time // Return The Current Time Minus The Start Time Multiplied By The Resolution And 1000 (To Get MS) return ( (float) ( time - timer.performance_timer_start) * timer.resolution)*1000.0f; } else { // Return The Current Time Minus The Start Time Multiplied By The Resolution And 1000 (To Get MS) return( (float) ( timeGetTime() - timer.mm_timer_start) * timer.resolution)*1000.0f; } } AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image { FILE *File=NULL; // File Handle if (!Filename) // Make Sure A Filename Was Given { return NULL; // If Not Return NULL } File=fopen(Filename,"r"); // Check To See If The File Exists if (File) // Does The File Exist? { fclose(File); // Close The Handle return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer } return NULL; // If Load Failed Return NULL } int LoadGLTextures() // Load Bitmaps And Convert To Textures { int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL if (TextureImage[0]=LoadBMP("Data/Cube.bmp")) { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[0]); // Create The Texture // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texture[0]); glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); } if (TextureImage[0]) // If Texture Exists { if (TextureImage[0]->data) // If Texture Image Exists { free(TextureImage[0]->data); // Free The Texture Image Memory } free(TextureImage[0]); // Free The Image Structure } return Status; // Return The Status } GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW ) { return FALSE; // If Texture Didn't Load Return FALSE } glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glBindTexture(GL_TEXTURE_2D, texture[0]); glTranslatef(-15.0f,-15.0f,-40.0f); if(firstrun){ //declares on the start the x and y coordinates and that its not moving and a stone for(int loop = 0;loop<250;loop++) { cube[loop].x=column; //x=column of the tetrisfield cube[loop].y=row; //y=row of the field cube[loop].stone=false; //its a stone column++; //column +1 if(column==11) //if column is reaching 11 (and would be outside of the field)... { column=1; //column will be 0 row++; // and the row will be rise } firstrun=false; //no firstrun anymore }} if(newblock==true) { block[0].x=5; block[0].y=24; cube[block[0].x+block[0].y*10].x=block[0].x; cube[block[0].x+block[0].y*10].y=block[0].y; cube[block[0].x+block[0].y*10].stone=true; block[1].x=5; block[1].y=23; cube[block[1].x+block[1].y*10].x=block[1].x; cube[block[1].x+block[1].y*10].y=block[1].y; cube[block[1].x+block[1].y*10].stone=true; block[2].x=6; block[2].y=24; cube[block[2].x+block[2].y*10].x=block[2].x; cube[block[2].x+block[2].y*10].y=block[2].y; cube[block[2].x+block[2].y*10].stone=true; block[3].x=4; block[3].y=23; cube[block[3].x+block[3].y*10].x=block[3].x; cube[block[3].x+block[3].y*10].y=block[3].y; cube[block[3].x+block[3].y*10].stone=true; newblock=false; } for(int i=0;i<250;i++) //loop for cube[ ] { if(cube.stone){ //if its a stone it will be drawn glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(cube[i].x+0.5f, cube[i].y-0.5f, 0.5f); //the cube x coordinate +/- and y coordinat +/- 0.5 will draw the cube glTexCoord2f(1.0f, 0.0f); glVertex3f(cube[i].x-0.5f, cube[i].y-0.5f, 0.5f); glTexCoord2f(1.0f, 1.0f); glVertex3f(cube[i].x-0.5f, cube[i].y+0.5f, 0.5f); glTexCoord2f(0.0f, 1.0f); glVertex3f(cube[i].x+0.5f, cube[i].y+0.5f, 0.5f); // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(cube[i].x+0.5f, cube[i].y-0.5f, -0.5f); glTexCoord2f(1.0f, 1.0f); glVertex3f(cube[i].x-0.5f, cube[i].y-0.5f, -0.5f); glTexCoord2f(0.0f, 1.0f); glVertex3f(cube[i].x-0.5f, cube[i].y+0.5f, -0.5f); glTexCoord2f(0.0f, 0.0f); glVertex3f(cube[i].x+0.5f, cube[i].y+0.5f, -0.5f); // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(cube[i].x+0.5f, cube[i].y+0.5f, 0.5f); glTexCoord2f(0.0f, 0.0f); glVertex3f(cube[i].x+0.5f, cube[i].y+0.5f, -0.5f); glTexCoord2f(1.0f, 0.0f); glVertex3f(cube[i].x-0.5f, cube[i].y+0.5f, -0.5f); glTexCoord2f(1.0f, 1.0f); glVertex3f(cube[i].x-0.5f, cube[i].y+0.5f, 0.5f); // Upper Face glTexCoord2f(1.0f, 1.0f); glVertex3f(cube[i].x+0.5f, cube[i].y-0.5f, 0.5f); glTexCoord2f(0.0f, 1.0f); glVertex3f(cube[i].x+0.5f, cube[i].y-0.5f, -0.5f); glTexCoord2f(0.0f, 0.0f); glVertex3f(cube[i].x-0.5f, cube[i].y-0.5f, -0.5f); glTexCoord2f(1.0f, 0.0f); glVertex3f(cube[i].x-0.5f, cube[i].y-0.5f, 0.5f); // Bottom face glTexCoord2f(1.0f, 0.0f); glVertex3f(cube[i].x-0.5f, cube[i].y+0.5f, -0.5f); glTexCoord2f(1.0f, 1.0f); glVertex3f(cube[i].x-0.5f, cube[i].y+0.5f, 0.5f); glTexCoord2f(0.0f, 1.0f); glVertex3f(cube[i].x-0.5f, cube[i].y-0.5f, 0.5f); glTexCoord2f(0.0f, 0.0f); glVertex3f(cube[i].x-0.5f, cube[i].y-0.5f, -0.5f); // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(cube[i].x+0.5f, cube[i].y+0.5f, -0.5f); glTexCoord2f(1.0f, 0.0f); glVertex3f(cube[i].x+0.5f, cube[i].y+0.5f, 0.5f); glTexCoord2f(1.0f, 1.0f); glVertex3f(cube[i].x+0.5f, cube[i].y-0.5f, 0.5f); glTexCoord2f(0.0f, 1.0f); glVertex3f(cube[i].x+0.5f, cube[i].y-0.5f, -0.5f); glEnd(); }} return TRUE; // Keep Going } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE }} } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("Tetris",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() float start=TimerGetTime(); // Grab Timer Value Before We Draw // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } while(TimerGetTime()0) { cube[block[loop].x+block[loop].y*10].stone=false; block[loop].y--; cube[block[loop].x+block[loop].y*10].stone=true; } } } if (keys[VK_RIGHT]) // Is Right Arrow Being Pressed? { for(int loop = 0;loop<4;loop++) block[loop].y++; } if (keys[VK_LEFT]) // Is Left Arrow Being Pressed? { for(int loop = 0;loop<4;loop++) block[loop].y--; } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("Tetris",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); } Edited by - PrinceofZ on 11/1/00 9:02:17 PM

Share this post


Link to post
Share on other sites