I'm creating game mario like in win32 GDI . I've implemented the new loop for game :
PeekMessage(&msg,NULL,0,0,PM_NOREMOVE);
while (msg.message!=WM_QUIT)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else // No message to do
{
gGameMain->GameLoop();
}
}
But my game just running until I press Ctrl + Alt + Del ( mouse cursor is rolling ).
I've always been using something like that:
MSG msg;
while (running){
if (PeekMessage(&msg, hWnd, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
try{
onIdle();
}
catch(std::exception& e){
onError(e.what());
close();
}
}
onIdle is actual game lopp implementation, onError() is an error handler (takes error description as argument), and "running" is either a global bool variable or a class member. Setting "running" to false shuts down the game.
I think this really depends on your context. Windows will only send a WM_QUIT in response to your application calling PostQuitMessage. A common (if not great) solution here is to use a bool to exit the message loop when your program wants to end.
I guess the program may ask user for continue or exit, inside GameLoop function call. On exit Post WM_QUIT message to the window.
PostMessage(hWnd, WM_QUIT, 0, 0 );
hWnd-> The handle of the game window
else make a call to
DestroyWindow(hWnd);
This will send a WM_DESTROY to your window procedure. There you can call
PostQuitMessage(0);