定时的重要性
1.对于视频游戏来讲,定时是非常关键的。如果没有定时和合理的延迟,游戏可能会运行得太快或太慢,动画的错觉就将完全丧失了。
2.WM_TIMER消息
是又定时器发出的消息
首先我们先创建一个定时器:
函数原型:UNIT SetTimer(HWND hwnd,
UINT nIDevent,
UINT nElapse,
TIMERPROC lpTimerFunc)
要创建定时器,还需要
a.窗口句柄
b.选择标识符
c.微秒级的时间延迟
最后一个参数的含义:
LpTimerFunc()和WinProc()一样是一个回调函数,因此可以创建一个能够以指定的时间间隔通过WM_TIMER
消息调用不在WinProc()中处理的函数。但是这个参数通常不使用,设置为NULL
3如何通过其他定时器通知另外一个定时器.方法是在传递WM_TIMER消息询问wparam;wparam中含有原来创建定时器时的定时器标识符。
4一个定时器的例子:
// DEMO2_3.CPP - A complete windows program
// INCLUDES ///
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#include <windows.h> // include all the windows headers
#include <windowsx.h> // include useful macros
#include <stdio.h>
#include <math.h>
// DEFINES
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
#define TIMER_QUICK 1
#define TIMER_LOWER 2
char Buffer[80];
int quick = 0;
int low = 0;
// GLOBALS
// FUNCTIONS //
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
SetTimer(hwnd,TIMER_LOWER,3000,NULL);
SetTimer(hwnd,TIMER_QUICK,1000,NULL);
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// you would do all your painting here
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_TIMER:
{
hdc = GetDC(hwnd);
switch(wparam)
{
case TIMER_QUICK:
{
quick++;
SetTextColor(hdc,RGB(255,255,255));
SetBkColor(hdc,RGB(0,0,0));
SetBkMode(hdc,OPAQUE);
sprintf(Buffer,"Timer_quick is fired %d times",quick);
TextOut(hdc,0,0,Buffer,strlen(Buffer));
}break;
case TIMER_LOWER:
{
low++;
hdc = GetDC(hwnd);
SetTextColor(hdc,RGB(0,0,255));
SetBkColor(hdc,RGB(0,0,0));
SetBkMode(hdc,OPAQUE);
sprintf(Buffer,"Timer_lower is fired %d times",low);
TextOut(hdc,0,22,Buffer,strlen(Buffer));
}break;
default:break;
}
ReleaseDC(hwnd,hdc);
}break;
case WM_DESTROY:
{
// kill the application, this sends a WM_QUIT message
KillTimer(hwnd,TIMER_QUICK);
KillTimer(hwnd,TIMER_LOWER)
PostQuitMessage(0);
// return success
return(0);
} break;
default:break;
} // end switch
// process any messages that we didn't take care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
// WINMAIN
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASSEX winclass; // this will hold the class we create
HWND hwnd; // generic window handle
MSG msg; // generic message
// first fill in the window class stucture
winclass.cbSize = sizeof(WNDCLASSEX);
winclass.style = CS_DBLCLKS | CS_OWNDC |
CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
// register the window class
if (!RegisterClassEx(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindowEx(NULL, // extended style
WINDOW_CLASS_NAME, // class
"Your Basic Window", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,400, // initial width, height
NULL, // handle to parent
NULL, // handle to menu
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// enter main event loop
while(GetMessage(&msg,NULL,0,0))
{
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end while
// return to Windows like this
return(msg.wParam);
} // end WinMain
///
5.警告:尽管定时器看上去很自由并且很多,但是PC机并不是星际旅行(Star Trek)中的计算机,定时器占用资源,应当尽量少用,删除运行时不再需要的定时器,切记