GetMessage()与peekMessage()的区别

 如果消息队列里没有消息的时候不让Getmassage在Windows内部等待,就是说想充分利用程序的所有时间,就应该用peekmassage.


peekmessage是一个类似于Getmessage的函数,区别在于当消息队列里有消息的时候,Peekmessage取回消息,并在eax中返回非零值,没有消息的时候它会直接返回,并在eax中返回零.
所以在返回非零值的时候,程序检查消息是否是WM_QUIT,是则结束消息循环,不是则用标准流程处理消息;返回零的时候,表示是空闲时间,程序就可以做其他工作了,但插入做其他工作的代码执行时间不能太长,以不超过10ms为好,否则会影响正常的消息处理,使窗口的反应看起来很迟钝.如果必须处理很长时间的工作,那么应该将它们分成很多小部分处理,以便有足够频率用Peekmessage来检查消息.


peekmassage 比 Getmassage 多一个参数.这个参数表示在取回消息以后,对消息队列中的消息是否保留.当这个参数是PM_REMOVE时,消息被取回的同时也被从消息队列里删除,而用PM_NOREMOVE的时候,被取回的消息不会从消息队列中删除,函数相当于"偷看"了这条消息.

====Windows环境下32位汇编语言程序设计====== 中记载

 

// DEMO2_4.CPP - A complete windows program with a slighty
// different main event loop

// 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"

// 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

        // 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_DESTROY:
  {
  // kill the application, this sends a WM_QUIT message
  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, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
 {
    // test if there is a message in queue, if so get it
 if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
    {
    // test if this is a quit
       if (msg.message == WM_QUIT)
           break;
 
    // translate any accelerator keys
    TranslateMessage(&msg);

    // send the message to the window proc
    DispatchMessage(&msg);
    } // end if
   
    // main game processing goes here
 //在这儿可以处理其它事情
 // Game_Main(); // or whatever your loop is called
 } // end while

// return to Windows like this
return(msg.wParam);

} // end WinMain

///

 

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