WinAPI window taking 50% of CPU when idle
Posted
by
henryprescott
on Game Development
See other posts from Game Development
or by henryprescott
Published on 2011-01-29T17:52:08Z
Indexed on
2011/01/29
23:33 UTC
Read the original article
Hit count: 391
I'm currently working on a game that creates a window using WindowsAPI. However, at the moment the process is taking up 50% of my CPU. All I am doing is creating the window and looping using the code found below:
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
MSG message = {0};
WNDCLASSEX wcl = {0};
wcl.cbSize = sizeof(wcl);
wcl.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
wcl.lpfnWndProc = WindowProc;
wcl.cbClsExtra = 0;
wcl.cbWndExtra = 0;
wcl.hInstance = hInstance = hInstance;
wcl.hIcon = LoadIcon(0, IDI_APPLICATION);
wcl.hCursor = LoadCursor(0, IDC_ARROW);
wcl.hbrBackground = 0;
wcl.lpszMenuName = 0;
wcl.lpszClassName = "GL2WindowClass";
wcl.hIconSm = 0;
if (!RegisterClassEx(&wcl))
return 0;
hWnd = CreateAppWindow(wcl, "Application");
if (hWnd)
{
if (Init())
{
ShowWindow(hWnd, nShowCmd);
UpdateWindow(hWnd);
while (true)
{
while (PeekMessage(&message, 0, 0, 0, PM_REMOVE))
{
if (message.message == WM_QUIT)
break;
TranslateMessage(&message);
DispatchMessage(&message);
}
if (message.message == WM_QUIT)
break;
if (hasFocus)
{
elapsedTime = GetElapsedTimeInSeconds();
lastEarth += elapsedTime;
lastUpdate += elapsedTime;
lastFrame += elapsedTime;
lastParticle += elapsedTime;
if(lastUpdate >= (1.0f / 100.0f))
{
Update(lastUpdate);
lastUpdate = 0;
}
if(lastFrame >= (1.0f / 60.0f))
{
UpdateFrameRate(lastFrame);
lastFrame = 0;
Render();
SwapBuffers(hDC);
}
if(lastEarth >= (1.0f / 10.0f))
{
UpdateEarthAnimation();
lastEarth = 0;
}
if(lastParticle >= (1.0f / 30.0f))
{
particleManager->rightBooster->Update();
particleManager->rightBoosterSmoke->Update();
particleManager->leftBooster->Update();
particleManager->leftBoosterSmoke->Update();
particleManager->breakUp->Update();
lastParticle = 0;
}
}
else
{
WaitMessage();
}
}
}
Cleanup();
UnregisterClass(wcl.lpszClassName, hInstance);
}
return static_cast<int>(message.wParam);
}
So even when I am not drawing anything when the window has focus it still takes up 50%. I don't understand how this is taking up so much system resources.
Am I doing something wrong?
Any help would be much appreciated, thank you!
© Game Development or respective owner