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| MSG msg;
PeekMessage( &msg, NULL, 0U, 0U, PM_NOREMOVE );
bReady = true;
while( WM_QUIT != msg.message )
{
// Use PeekMessage() if the app is active, so we can use idle time to
// render the scene. Else, use GetMessage() to avoid eating CPU time.
MSG msg;
if (bActive ) {
if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) )
{
if( FALSE == GetMessage( &msg, NULL, 0, 0 ) )
return msg.wParam;
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
// Render a frame during idle time (no messages are waiting)
if( bActive && bReady )
{
//if (bFocus)
GAME_SystemNext();
}
}
} else {
if( FALSE == GetMessage( &msg, NULL, 0, 0 ) )
return msg.wParam;
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
return msg.wParam; |
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