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Home/ Questions/Q 475087
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T00:21:12+00:00 2026-05-13T00:21:12+00:00

I’m working on a Windows game, and I have this: bool game_cont; LRESULT WINAPI

  • 0

I’m working on a Windows game, and I have this:

bool game_cont;

LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch(msg)
    {
    case WM_QUIT: case WM_CLOSE: case WM_DESTROY: game_cont = false; break;
    }
    return DefWindowProc(hWnd, msg, wParam, lParam);
}

int WINAPI WinMain(/*lots of parameters*/)
{
    //tedious initialization

    //game loop
    while(game_cont)
    {
        //give message to WinProc
        if(!GameRun()) game_cont = false;
    }
    return 0;
}

and I am wondering if there is a better way to do this (ignoring timers &c. for right now) than to have game_cont be global. In short, I need to be able to exit the while in WinMain from WinProc, so that if the user presses the closes out of the game in a way other that the game’s in game menu, the program wont keep running in memory. (As it did when I tested this without the game_cont.. statement in WinProc.

Oh, and on a side note, GameRun is basically a bool that returns false when the game ends, and true otherwise.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-13T00:21:12+00:00Added an answer on May 13, 2026 at 12:21 am

    Yes, use PeekMessage, it’s the standard in game development.

    This is the best approach, I believe:

    int Run()
    {
        MSG msg;
        while(true)
        {
            if(::PeekMessage(&msg,0,0,0 PM_REMOVE))
            {
                if(msg.message == WM_QUIT || 
                           msg.message == WM_CLOSE || 
                           msg.message == WM_DESTROY)
                    break;
    
                ::TranslateMessage(&msg);
                ::DispatchMessage(&msg);           
            }
            else
            {
                //Run game code
                        if(!GameRun())
                             break;
            }
        }
    } 
    

    Also, look at this (specially the first answer)

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