WinMain Function

int PASCAL 
WinMain(HINSTANCE hInstance, 
        HINSTANCE hPrevInstance, 
        LPSTR     lpszCommandLine, 
        int       cmdShow) 
{ 
    WNDCLASS wndClass; 
    HWND     hwnd; 
    MSG      msg; 
 
    USE_PARAM(hPrevInstance); 
 
    // Record the instance handle. 
 
    hAppInstance = hInstance; 
 
    // Very simple command-line processing. We only have one 
    // option - debug - so we will just assume that if anything was 
    // specified on the command line the user wants debug mode. 
    // (In debug mode there is no hardware and all surfaces are 
    // explicitly in system memory.) 
 
    if (0 != *lpszCommandLine) 
        fDebug = TRUE; 
 
    // Register the window class. 
 
    wndClass.style         = 0; 
    wndClass.lpfnWndProc   = WndProc; 
    wndClass.cbClsExtra    = 0; 
    wndClass.cbWndExtra    = 0; 
    wndClass.hInstance     = hInstance; 
    wndClass.hIcon         = LoadIcon(hAppInstance, 
        MAKEINTRESOURCE(IDI_APPICON)); 
    wndClass.hCursor       = LoadCursor(NULL, IDC_ARROW); 
    wndClass.hbrBackground = GetStockObject(WHITE_BRUSH); 
    wndClass.lpszMenuName  = NULL; 
    wndClass.lpszClassName = WINDOW_CLASSNAME; 
 
    RegisterClass(&wndClass); 
 
    // Create the main window of the instance. 
 
    hwnd = CreateWindow(WINDOW_CLASSNAME, 
                        WINDOW_TITLE, 
                        WS_OVERLAPPED | WS_SYSMENU, 
                        CW_USEDEFAULT, CW_USEDEFAULT, 
                        WINDOW_WIDTH, WINDOW_HEIGHT, 
                        NULL, 
                        NULL, 
                        hInstance, 
                        NULL); 
 
    ShowWindow(hwnd, cmdShow); 
    UpdateWindow(hwnd); 
 
    // The main message dispatch loop. 
 
    // NOTE: For simplicity we handle the message loop with a 
    // simple PeekMessage scheme. This might not be the best 
    // mechanism for a real application (a separate render worker 
    // thread might be better). 
 
    while (TRUE) 
    { 
        if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) 
        { 
            // Message pending. If it's QUIT then exit the message 
            // loop. Otherwise, process the message. 
 
            if (WM_QUIT == msg.message) 
            { 
                break; 
            } 
            else 
            { 
                TranslateMessage(&msg); 
                DispatchMessage(&msg); 
            } 
        } 
        else 
        { 
            // Animate the scene. 
 
            OnIdle(hwnd); 
        } 
    } 
 
    return msg.wParam; 
}