WinProc() is a thread... So I avoid it when I can.

From:
=?UTF-8?Q?Jeff=E2=98 Relf?= <Jeff_Relf@Yahoo.COM>
Newsgroups:
microsoft.public.vc.language
Date:
16 Aug 2007 07:55:16 GMT
Message-ID:
<Jeff_Relf_2007_Aug_16__0_55_AO@Cotse.NET>
I think ??? /Ob2 ??? ( via ??? #pragma optimize ??? )
and ??? inline ??? are what Mr. Pango needs.

I made a lot of changes ( e.g. removing recently added bugs )
since I last mentioned Games.EXE to you.

A two year old backup resulted in a serious bug fix.
So, as I said, regular backups are the best ??? docs ??? you can have.
This is 2 days of changes: ??? www.Cotse.NET/users/jeffrelf/Games.ZIP ???.

Games.EXE is an ??? Odd ??? mix of DirectDraw and CreateWindow(),
including child ( and small popup ) windows.

WinProc() is a thread, so I avoid it when I can;
now there's just one ??? WNDPROC ??? and it's just:

??? long __stdcall WinProc ( HWND Wnd, uint _WM, uint C, long C2 ) {
  int Edit = _WM == WM_CTLCOLOREDIT ;
  return
    // ??? IniDC() ??? sets the font and background/foreground colors
    // for a button or an edit control.
    Edit || _WM == WM_CTLCOLORSTATIC
    ? ( IniDC( ( HDC ) C, Edit ? _Gray : _D_Yellow, Fnt, 1 )
        , (int) Black )
    // ??? Win ??? is the mother window ( i.e not a child ).
    : Wnd != Win
      ? DefWindowProc( Wnd, _WM, C, C2 )
      : PostMessage( Win, _WM, C, C2 ); } ???.

This is my all-purpose event loop handler, used everywhere:

??? #define WantsOut ( \
         WM == WM_APPCOMMAND && P_C2[ 1 ] == APPCOMMAND_CLOSE \
      || WM == WM_KEYDOWN && C== 27 )
      
    const int Any = 1, Spun = 0 ;
  int Getting( int TheGirl ) {
    // OnStage is true when our window is active.
    // WasInX tells me when the mouse cursor has left the window,
    // so I can repaint it one more time ( to remove the old cursor ).
    static int OnStage = -1, WasInX, rv ;
    // Fuck ??? Code Complete ???,
    // ??? Getting() ??? sets ( or unsets ) these globals.
    // Most get set in ??? Mouse() ???. ( See Games.CPP, in the .ZIP )
    Wnd = 0, Tics, InMainW = Hit = 0 ;
    WinID = Wheel_Flip = OnUp = OnDwn = 0 ;
    OnLD = OnMD = OnRD = OnLU = OnMU = OnRU = WM = C = C2 = 0 ;
    GetCursorPos( & XY ); MouseX = XY.x, MouseY = XY.y ;
    // InX is true when the mouse cursor is inside
    // a back-buffered, maximized window.
    InX = Game == Mario && MouseY >= ScrTop && MouseY <= ScrBot ;
    // No mouse cursor is shown ( and you can't exit )
    // when InMario is true.
    InMario =InX && MouseX >= MarioScrR.left && MouseX < MarioScrR.right
    && MouseY >= MarioScrR.top && MouseY < MarioScrR.bottom ;

    if ( PeekMessage( & Msg, 0,0,0, PM_REMOVE ) ) {
      WM = Msg.message, C = Msg.wParam ;
      C2 = Msg.lParam, Wnd = Msg.hwnd, Mouse();
      if ( ! InMario && WantsOut ) exit( 1 );

      if ( Wnd != Win ) // This allows for child windows:
        TranslateMessage( & Msg ), DispatchMessage( & Msg );
      else if ( WM == WM_PAINT ) // Ditch the WM_PAINT crap.
        PaintReq = 1, ValidateRect( Win, & WinRec );
        
      if ( ! OnStage && WM == WM_SYNCPAINT )
        // I'd mimimize on the WM_ACTIVATEAPP event,
        // but it can't be done without a horrid ??? activation battle ???.
        // This mimimizes the inactive window ( instead of drawing ):
        ShowWindow( Win, SW_SHOWMINNOACTIVE );
        
      if ( WM == WM_ACTIVATEAPP ) {
        rv = OnStage == -1, PaintReq |= ( OnStage = C ) ;
        if ( ! rv && OnStage ) { _SurT Was = 0, Is ;
          if ( ! ScrSur ) exit( 1 );
          ShowWindow( Win, SW_SHOWNOACTIVATE );
          // All DirectDraw surfaces must be redrawn.
          Load_BM, ScrSur->Restore(), DrawSur->Restore();
          Cursor->Restore(), DrawCursor();
          // ??? LoopXx( Gy, Gy ) ??? re-caches glyphs.
          LoopXx( Gy, Gy ) { CharSurT * S = P->CharSur -1 ;
            Loop( Colors )
              if ( Is = ( ++ S )->Cached ) {
                if ( Is != Was ) Is->Restore(), Was = Is ;
                _CacheGlyph( P, J, Is, S->I ); } } } }
      if ( WM != WM_MOUSEMOVE ) goto Done ; }
 
    // Don't draw anything if...
    if ( ! OnStage || ! InX && ! PaintReq && ! ( WasInX && ! InX ) ) {
      Done: int GotIt = TheGirl <= Any && WM || TheGirl > Any && WM == TheGirl ;
      if ( TheGirl == Any && ! OnUp && ButUp )
        // Nothing is happening, dehighlight the pressed button:
        ButUp = 0, ButDwn = ButDwnE = 0 ;
      else if ( ! GotIt && TheGirl != Spun )
        // Nothin' going on, sleep for a thirtieth of a second.
        // Redrawing the entire maximized window 30 times a second
        // is ??? nothing ???, the CPU indicator doesn't budge.
        Sleep( 900 / 30 ); return GotIt ; }
    WasInX = InX ;
    // StupidPaint() doesn't use a back buffer... it's a 'tard.
    if ( Game != Mario ) StupidPaint();
    else SetCur( - InX ), MarioPaint();
    goto Done ; } ???.

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