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Win32 api flickering

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Im making a tetris clone as my first real game but I have a problem with the screen flickering when I draw things to it. Does windows api have a double buffer option? If so how do I use it? If not is there anyway to stop the flickering?

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It's really easy to do double buffering with GDI.

What you do is create a bitmap in memory get a device context for that bitmap and draw to that DC and then at the very end you blit that to the screen and voila double buffering.

hdc = BeginPaint (hwnd, &ps) ;
hdcBackBuffer = CreateCompatibleDC(hdc);
hMemBmp = CreateCompatibleBitmap(hdc, cxClient, cyClient);
hOldBmp = (HBITMAP)SelectObject(hdcBackBuffer, hMemBmp);
BitBlt(hdc, -clientRect.right, clientRect.bottom, clientRect.right*2, 2*-clientRect.bottom, hdcBackBuffer, -clientRect.right, clientRect.bottom, SRCCOPY);
SelectObject(hdcBackBuffer, hOldBmp);

I just cut and pasted this from an old school project so it might be missing some things but should be enough to get you started

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even though everyone else here likes to make you find answers on your own, and Vanke provided a nice skeleton, here's a breakdown of two functions that i'm using right now in the win32 games i'm creating (incidentally, even though the beginner tutorial recommends Tetris, i found getting the blocks to rotate right were a pain in the ass, breakout is much easier - to bounce a ball you just need to change the sign (+/-) of its velocity. anyway here they are and where you need to put them:

//place directly after you've created your window
void OffscreenCreation()
m_hOffscreenDC = CreateCompatibleDC(GetDC(m_hWindow)); //client window
m_hOffscreenBitmap = CreateCompatibleBitmap(GetDC(m_hWindow), m_iWidth, m_iHeight); //client window's width and height
SelectObject(m_hOffscreenDC, m_hOffscreenBitmap);

//place at the end of your game cycle (NOT in your rendering function)
void RepaintScreen()
GamePaint(m_hOffscreenDC); //GamePaint is my render function
HDC hDC = GetDC(m_hWindow);
BitBlt(hDC, 0, 0, m_iWidth, m_iHeight, m_hOffscreenDC,
0, 0, SRCCOPY);
ReleaseDC(m_hWindow, hDC);

I have a GameEngine class that keeps track of all those handles, and subsequently call those functions THROUGH my GameEngine. it would also be a good idea to make them inline since they're so small and the RepaintScreen() will be getting called every game loop

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