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void CreateBackbuffer()
{
HDC hDChWnd;
RECT rc;
HGDIOBJ hGdiObj;
GetClientRect(hWnd,&rc);
hDChWnd = GetDC(hWnd);
hDCBackBuffer = CreateCompatibleDC(hDChWnd);
hBackBufferBmp = CreateCompatibleBitmap(hDChWnd,rc.right,rc.bottom);
hGdiObj = SelectObject(hDCBackBuffer,hBackBufferBmp);
ReleaseDC(hWnd,hDChWnd);
}
//#####################################################################
void Flip()
{
HDC hDCRenderTarget;
RECT rc;
GetClientRect(hWnd,&rc);
hDCRenderTarget = GetDC(hWnd);
BitBlt(hDCRenderTarget,0,0,rc.right,rc.bottom,hDCBackBuffer,0,0,SRCCOPY);
ReleaseDC(hWnd,hDCRenderTarget);
}
//#####################################################################
void DrawBackground()
{
HBITMAP hBackground = (HBITMAP)LoadImage(NULL, "bild.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);
HDC hDChWnd = GetDC(hWnd);
HDC hDCBackground = CreateCompatibleDC(hDChWnd);
SelectObject(hDCBackground, hBackground);
RECT rc;
GetClientRect(hWnd,&rc);
TransparentBlt(hDChWnd,0,0,rc.right,rc.bottom,hDCBackground,0,0,400,400,RGB(254,254,254));
ReleaseDC(hWnd, hDChWnd);
DeleteDC(hDCBackground);
DeleteObject(hBackground);
}
//###################################################################
void InitGame()
{
CreateBackbuffer();
DrawBackground();
DrawFlower();
DrawBlock();
}
//######################################################################
void RenderFrame()
{
DWORD dwRenderTime;
dwRenderTime = GetTickCount();
DrawBackground();
DrawFlower();
DrawBlock();
Flip();
dwRenderTime = GetTickCount() - dwRenderTime;
if(dwRenderTime < 33)
Sleep(33 - dwRenderTime);
}
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