Waitrud Weber’s blog

things and reminders for memories

3d: WindowsAPI: Windows-make: How do we face memories problem: Skip away:

 (20200510)

We prepared "paintedFlag" For Window Function as Windows-Thread, so, we could use Painting-functiong as a skip which is skipping away.

int paintedFlag = 0;

// customized from GamePaint_009
//
//
//
//
void GamePaint_011(HDC hDC, vLine* line ) {

	int scale_2 = 30;
	static RECT rect_2, rect;

	if (paintedFlag == 0) return;

	printf("GamePaint_011: 000\r\n");

	MoveToEx(hDC, (int)line->p1->x, (int)line->p1->y, NULL);
	LineTo(hDC, (int)(line->p2)->x, (int)(line->p2)->y );
	printf("GamePaint_011: 001\r\n");

	line->print();

	if ( line->c1 != nullptr ) {
		SetRect( &rect, (int)line->p1->x - scale_2, (int)line->p1->y - scale_2, (int)line->p1->x + scale_2, (int)line->p1->y + scale_2 );
		DrawText(hDC, (LPCWSTR)(line->c1), -1, &rect, DT_NOCLIP);
	}
	printf("GamePaint_011: 002\r\n");

	if ( line->c2 != nullptr ) {
		SetRect( &rect_2, (int)line->p2->x - scale_2, (int)line->p2->y - scale_2, (int)line->p2->x + scale_2, (int)line->p2->y + scale_2 );
		DrawText( hDC, (LPCWSTR)(line->c2), -1, &rect_2, DT_NOCLIP );
	}
	printf("GamePaint_011: 003\r\n");

	return;
}
int v3dCalculation::calculation_thread_010() {
	printf("v3dCalculation:: calculation_thread_009 () starts.\r\n");
	HWND hWnd;
	HDC hDC;
	PAINTSTRUCT* ps = nullptr;
	hWnd = 0;
	hDC = 0;

	calc.Print_Point_Memories();

	// Recognision: 20200508: inside display_threeD_screen_initialize_OnRails:
	//rails_initialization(); inside display_threeD_screen_initialize_OnRails:
	int a001 = display_threeD_screen_initialize_OnRails();
	int a002 = dDisplayControls_wmpaint_display_threeD_proc( hWnd, hDC, ps, 0, 0, 0 );
	//	int a002 = dDisplayControls_wmpaint_display_threeD_proc(HWND hWnd, HDC hDC, PAINTSTRUCT * ps, UINT uMsg, WPARAM wParam, LPARAM lParam);

	calc.Print_Point_Memories();
	printf("v3dCalculation:: calculation_thread_009 () ends.\r\n");
	return 1;
}
int main( int argc, char** argv ) {
	printf("main starts.\r\n");

    vCalculation* calc_normal = new vCalculation();
    vPoint* p1 = new vPoint(0.1f, 0.1f, 0.1f);
    p1->print();

    v3dCalculation* calc = new v3dCalculation ();

//	calc->calculation_thread_007();
//	calc->calculation_thread_006();
//	calc->calculation_thread_005();
//	int a_004= calc->calculation_thread_004();
//	calc->calculation_threed_003();
//	int a_002 = calc->calculation_thread_002(); // calculation_thread_002
//	calc->calculation_threed();


	int a_004= calc->calculation_thread_010();

//	Sleep(3000);

    log_msg_003("send_main\r\n");
	printf("main ends.\r\n");
	return 0;
}
i: 1759 p: 00D27408
i: 1760 p: 00D27398
i: 1761 p: 00D274E8
i: 1762 p: 00D27590
i: 1763 p: 00D27088
i: 1764 p: 00D27670
i: 1765 p: 00D270C0
i: 1766 p: 00D27948
v3dCalculation:: calculation_thread_009 () ends.
send_main
main ends.