PostMessage

From:
"Edward Principe" <edprincipe@neo.rr.com>
Newsgroups:
microsoft.public.vc.language
Date:
Sat, 9 Sep 2006 21:05:43 -0400
Message-ID:
<#RLD$UH1GHA.5048@TK2MSFTNGP05.phx.gbl>
I wasn't sure if this was the approprite newsgroup to post in; but I wasn't
sure what other newsgroup to post in.

I'm new to programming Windows in C++ without MFC. I wrote a Tic-Tac-Toe
game. To take turns; I set up a user-defined message. I used PostMessage to
try to send the user-defined message; but WinProc doesn't recieve it; and
I'm not sure why... The code is pretty long; so I'll show the 3 files...

---------------------------------

[defs.h] - Header that I include in most of the modules

////////////////////////////////////////////////////////////////////////////////////////

// Tic-Tac-Toe

// (c) Copyright 2006 Edward Principe

// All Rights Reserved

// ***

// This program is liscenced under GPL

////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////

// defs.h - Common header files and misc.

////////////////////////////////////////////////////////////////////////////////////////

#ifndef DEFS_H

#define DEFS_H

#define WIN32_LEAN_AND_MEAN

#include <windows.h>

#include <windowsx.h>

// .. Other common header files

// Defines

#define WM_TURN WM_USER + 1

#define WM_WIN WM_USER + 2

#define WM_TIE WM_USER + 3

#endif

[tictactoe.cpp - Where WinMain, WinProc, and some misc. functions]

/////////////////////////////////////////////////////////////////////////////////////////

// WinProc: Where messages from Windows is interpreted

/////////////////////////////////////////////////////////////////////////////////////////

LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)

{

HDC hdc; // Device context for GDI

PAINTSTRUCT ps; // Paint structure

RECT rect; // Client rectangle

static HINSTANCE hInstance; // The programs instance

static bool isGameStarted = false; // True if game is in progress

HMENU hmenu; // Handle to the menu

static Play *game; // The tic-tac toe game

int x, y;

// Process messages

switch(msg)

{

case WM_CREATE:

       // Get the programs instance

      hInstance = ((LPCREATESTRUCT) lparam)->hInstance;

       // Allocate player structure

      g_player = new Player;

      if(g_player == NULL)

     {

       MessageBox(hwnd, TEXT("Out of Memory"), TEXT("FATAL ERROR"),
MB_ICONERROR);

      SendMessage(hwnd, WM_CLOSE, 0, 0);

    }

    // Initilize player object

    game = new Play;

    if(game == NULL)

   {

      MessageBox(hwnd, TEXT("Out of memory"), TEXT("FATAL ERROR"),
MB_ICONERROR);

     SendMessage(hwnd, WM_CLOSE, 0, 0);

   }

     // Initialize game object

      game->Init(hInstance, hwnd);

     // Get client rect

      GetClientRect(hwnd, &rect);

     game->SetClientRect(rect);

     return 0;

// Other messages deleted for briefity

   case WM_LBUTTONDOWN:

       x = LOWORD(lparam);

       y = HIWORD(lparam);

       // Set DC

       hdc = GetDC(hwnd);

       game->SetDC(hdc);

       // Check to see to place an X or an O

       game->IsHit(hwnd, x,y);

      // Release the DC

      ReleaseDC(hwnd, hdc);

      return 0;

  case WM_TURN:

    // Get DC

    hdc = GetDC(hwnd);

    // Print players turn

    PrintTurn(hwnd, hdc, wparam);

    // Set games DC

   game->SetDC(hdc);

   // Release DC

    ReleaseDC(hwnd, hdc);

    return 0;

  }

}

[play.cpp --- The main game logic -- AI not implimented yet ----]

//////////////////////////////////////////////////////////////////

// Turn: Called when player takes a turn

//////////////////////////////////////////////////////////////////

void Play::Turn(HWND hwnd)

{

// Return is game hasn't started

if(!_is_started || _player == NULL)

     return;

    // Check for a win and a tie

    if(CheckWin())

   {

     PostMessage(hwnd, WM_WIN, _turn == PLAYER1 ? 1 : 2, 0);

     return;

   }

   if(CheckTie())

   {

     PostMessage(hwnd, WM_TIE, 0, 0);

     return;

   }

    // Switch turn

    _turn = _turn == PLAYER1 ? PLAYER2 : PLAYER1;

    // If computers turn then generate message

    switch(_turn)

   {

    case PLAYER1:

       if(_player->player1 == PT_COMPUTER)

          PostMessage(hwnd, WM_TURN, _turn == PLAYER1 ? 1 : 2, 0);

      break;

   case PLAYER2:

      if(_player->player2 == PT_COMPUTER)

         PostMessage(hwnd, WM_TURN, _turn == PLAYER1 ? 1 : 2 ,0);

        break;

   }

}

/////////////////////////////////////////////////////////////

// IsHit: Test to see if to place an X or O

/////////////////////////////////////////////////////////////

bool Play::IsHit(HWND hwnd, int x, int y)

{

// [Logic deleted; but the function gets called]

// Generate turn message

PostMessage(hwnd, WM_TURN, _turn == PLAYER1 ? 2 : 1, 0);

return true;

}

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