Original Post
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