如何正确关闭/终止一个简单的 Windows 应用程序

问题描述

拥有如此简单的 DirectX 应用程序:

#include <d3dx9.h>
#include <tchar.h>
#include <chrono>
#include "Utils.h"

//#pragma comment (lib,"d3d9.lib")
//#pragma comment (lib,"d3dx9.lib")

using namespace std::chrono_literals;
using namespace std::chrono;

const wchar_t g_szClassName[] = _T("myWindowClass");

// we use a fixed timestep of 1 / (60 fps) = 16 milliseconds
//constexpr std::chrono::nanoseconds timestep(16ms);
constexpr std::chrono::nanoseconds timestep(1000ms);

// Step 4: the Window Procedure
LRESULT CALLBACK WndProc(HWND,UINT,WParaM,LParaM);

wchar_t msgbuf[100];
int loop_cnt = 0;

bool handle_events() {
    // poll for events

    return false; // true if the user wants to quit the game
}

void update(long long lag) {
    // update game logic here
    swprintf_s(msgbuf,_T("update - loop_cnt: %d\n"),loop_cnt++);
    OutputDebugString(msgbuf);

}

void render() {
    // render stuff here
}

VOID OnPaint(HDC hdc) {
}

// ------------ D3D ------------

IDirect3D9* pD3D;
IDirect3DDevice9* pDev;
IDirect3DVertexBuffer9* pVB;

const DWORD OURVERT_FVF = D3DFVF_XYZRHW | D3DFVF_DIFFUSE;

struct OurVertex {
    float x,y,z;  // pozycja
    float rhw;          // komponent rhw
    D3DCOLOR color; // kolor
};

// -----------------------------

int WINAPI WinMain(_In_ HINSTANCE hInstance,_In_opt_ HINSTANCE hPrevInstance,_In_ LPSTR lpCmdLine,_In_ int nCmdshow) {

    using clock = std::chrono::high_resolution_clock;

    WNDCLASSEX wc;
    HWND hWnd;
    MSG Msg = {0};

    std::chrono::nanoseconds lag(0ns);
    auto start_time = clock::Now();
    bool quit_game = false;

    //Step 1: Registering the Window Class
    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = 0;
    wc.lpfnWndProc = WndProc;
    wc.cbClsExtra = 0;
    wc.cbWndExtra = 0;
    wc.hInstance = hInstance;
    wc.hIcon = LoadIcon(NULL,IDI_APPLICATION);
    wc.hCursor = LoadCursor(NULL,IDC_ARROW);
    wc.hbrBackground = (HBrush)(COLOR_WINDOW + 1);
    wc.lpszMenuName = NULL;
    wc.lpszClassName = g_szClassName;
    wc.hIconSm = LoadIcon(NULL,IDI_APPLICATION);

    if (!RegisterClassEx(&wc)) {
        MessageBox(NULL,_T("Window Registration Failed!"),_T("Error!"),MB_ICONEXCLAMATION | MB_OK);
        return 0;
    }

    // Step 2: Creating the Window
    hWnd = CreateWindowEx(
        WS_EX_CLIENTEDGE,g_szClassName,_T("The title of my window"),WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,480,// initial x size
        640,// initial y size
        NULL,NULL,hInstance,NULL
    );

    OutputDebugString(_T("--> WinMain <-- \n"));

    if (hWnd == NULL) {
        MessageBox(NULL,_T("Window Creation Failed!"),MB_ICONEXCLAMATION | MB_OK);
        return 0;
    }

    ShowWindow(hWnd,nCmdshow);
    UpdateWindow(hWnd);

    // ------------ D3D ------------

    pD3D = Direct3DCreate9(D3D_SDK_VERSION);
    D3DPRESENT_ParaMETERS d3dpp;

    ZeroMemory(&d3dpp,sizeof(d3dpp));
    d3dpp.SwapEffect = D3DSWAPEFFECT_disCARD;
    d3dpp.Windowed = true;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;

    OurVertex verts[] = {
        { 20.0f,20.0f,0.5f,1.0f,0xffff0000,},{ 100.0f,0xff00ff00,{ 20.0f,100.0f,0xff00ff55,0xff0000ff},};

    pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_HARDWARE_VERTEXPROCESSING,&d3dpp,&pDev);

    HRESULT hr = pDev->CreateVertexBuffer(4*sizeof(OurVertex),D3DUSAGE_DYNAMIC,OURVERT_FVF,D3DPOOL_DEFAULT,&pVB,0);
    check_HRESULT(_T("CreateVertexBuffer"),hr);

    void* data;

    pVB->Lock(0,4*sizeof(OurVertex),&data,D3DLOCK_disCARD);
    memcpy(data,(void*)verts,sizeof(verts));
    pVB->Unlock();

    // -----------------------------


    // Step 3: The Message Loop
    while (TRUE) {

        while (PeekMessage(&Msg,PM_REMOVE) > 0) {
            TranslateMessage(&Msg);
            dispatchMessage(&Msg);
        }

        if (Msg.message == WM_QUIT)
            break;

        //  Run game logic

            auto current_time = clock::Now();
            auto frame_time = current_time - start_time;
            start_time = current_time;
            lag += duration_cast<nanoseconds>(frame_time);

            // update game logic as lag permits
            while (lag >= timestep) {
                lag -= timestep;

                pDev->Clear(0,D3DCLEAR_TARGET,0xff000000,1,0);
                pDev->BeginScene();
                pDev->SetFVF(OURVERT_FVF);
                pDev->SetStreamSource(0,pVB,sizeof(OurVertex));
                pDev->DrawPrimitive(D3DPT_TRIANGLESTRIP,2);
                pDev->EndScene();
                pDev->Present(0,0);

                update(lag.count()); // update at a fixed rate each time
            }

    }

    OutputDebugString(_T("--> AFTER MSG LOOP END <-- \n"));

    return Msg.wParam;
}

// Step 4: the Window Procedure
LRESULT CALLBACK WndProc(HWND hwnd,UINT msg,WParaM wParam,LParaM lParam) {

    switch (msg) {

        case WM_CLOSE:
            DestroyWindow(hwnd);
            break;

        case WM_DESTROY:
            PostQuitMessage(0);
            break;

        default:
            return DefWindowProc(hwnd,msg,wParam,lParam);
    }

    return 0;
}

当我运行调试(没有定义任何刹车点)我得到输出

--> WinMain <-- 
update - loop_cnt: 0
update - loop_cnt: 1
update - loop_cnt: 2
update - loop_cnt: 3
update - loop_cnt: 4
update - loop_cnt: 5
...

程序按预期成功显示一个彩色矩形。但是,这里出了点问题,因为当我单击应用程序窗口右上角的标准“X”关闭按钮时,窗口关闭但程序似乎没有正确结束。我仍然在 Visual Studio 的“输出”窗口中收到 update - loop_cnt: # 消息,并且没有 --> AFTER MSG LOOP END <-- 消息建议正确终止程序。

更重要的是,当我再次尝试运行调试时,出现错误

LINK : Fatal error LNK1168: cannot open ...Game_Loop_Windows_1.exe for writing
...
MSB6006: "link.exe" exited with code 1168.
1>Done building project "Game_Loop_Windows_1.vcxproj" -- Failed

代码有什么问题?

附注。我在 Windows 10 上使用 Microsoft Visual Studio Community 2019

解决方法

消息循环可能永远不会终止。

while (PeekMessage(&Msg,NULL,PM_REMOVE) > 0) {
    TranslateMessage(&Msg);
    DispatchMessage(&Msg);
}

if (Msg.message == WM_QUIT)
    break;

您正在处理所有消息,但只检查最后一个消息是否为 WM_QUIT 消息。相反,您需要检查所有消息并正确退出循环,如下所示:

bool running{true};

while (running) {
    while (running && PeekMessage(&Msg,PM_REMOVE) > 0) {
        TranslateMessage(&Msg);
        DispatchMessage(&Msg);
        running = Msg.message != WM_QUIT;
    }

    // Not strictly required; you can run another render loop and have
    // the outermost loop exit when running is false
    if (!running)
        break;

链接错误仅表示进程仍在运行。无法写入映射到进程的可执行映像。这就是链接器所抱怨的。