定时的重要性

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 

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