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📄 demo4_8.cpp

📁 windows游戏编程大师源代码
💻 CPP
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// DEMO4_8.CPP - Child window Button Demo

// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#include <windows.h>   // include all the windows headers
#include <windowsx.h>  // include useful macros
#include <mmsystem.h>  // very important and include WINMM.LIB too!
#include <stdio.h>
#include <stdlib.h>
#include <math.h>

// DEFINES ////////////////////////////////////////////////

// defines for windows 
#define WINDOW_CLASS_NAME "WINCLASS1"

// MACROS /////////////////////////////////////////////////

#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEYUP(vk_code)   ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// GLOBALS ////////////////////////////////////////////////
HWND      main_window_handle = NULL; // globally track main window

HINSTANCE hinstance_app      = NULL; // globally track hinstance
char buffer[80];                     // general printing buffer

// FUNCTIONS //////////////////////////////////////////////
LRESULT CALLBACK WindowProc(HWND hwnd, 
						    UINT msg, 
                            WPARAM wparam, 
                            LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT		ps;		// used in WM_PAINT
HDC				hdc;	// handle to a device context
char buffer[80];        // used to print strings

// what is the message 
switch(msg)
	{	
	case WM_CREATE: 
        {
		// do initialization stuff here
        // return success
		return(0);
		} break;

    case WM_COMMAND: // all buttons come thru here
         {
         // get the dc
         hdc = GetDC(hwnd);

         // set background mode
         SetBkMode(hdc,OPAQUE);

         // select a random text and background color
         SetTextColor(hdc,RGB(0,255,0));
         SetBkColor(hdc,RGB(128,128,128));

         // print out the wparam an lparam
         sprintf(buffer, "LOWORD(wparam) = %d, HIWORD(wparam) = %d                    ", 
                 LOWORD(wparam), HIWORD(wparam));

         // print text at a random location
         TextOut(hdc,220,100,buffer,strlen(buffer));           

         sprintf(buffer, "LOWORD(lparam) = 0X%X, HIWORD(lparam) = 0X%X                     ", 
                 LOWORD(lparam), HIWORD(lparam));

         // print text at a random location
         TextOut(hdc,220,140,buffer,strlen(buffer));      

         // release the dc
         ReleaseDC(hwnd, hdc);

         } break;
   
	case WM_PAINT: 
		{
		// simply validate the window 
   	    hdc = BeginPaint(hwnd,&ps);	 
        
        // end painting
        EndPaint(hwnd,&ps);

        // return success
		return(0);
   		} break;

	case WM_DESTROY: 
		{

		// kill the application, this sends a WM_QUIT message 
		PostQuitMessage(0);

        // return success
		return(0);
		} break;

	default:break;

    } // end switch

// process any messages that we didn't take care of 
return (DefWindowProc(hwnd, msg, wparam, lparam));

} // end WinProc

// WINMAIN ////////////////////////////////////////////////
int WINAPI WinMain(	HINSTANCE hinstance,
					HINSTANCE hprevinstance,
					LPSTR lpcmdline,
					int ncmdshow)
{

WNDCLASSEX winclass; // this will hold the class we create
HWND	   hwnd;	 // generic window handle
MSG		   msg;		 // generic message
HDC        hdc;      // graphics device context

// first fill in the window class stucture
winclass.cbSize         = sizeof(WNDCLASSEX);
winclass.style			= CS_DBLCLKS | CS_OWNDC | 
                          CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc	= WindowProc;
winclass.cbClsExtra		= 0;
winclass.cbWndExtra		= 0;
winclass.hInstance		= hinstance;
winclass.hIcon			= LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor		= LoadCursor(NULL, IDC_ARROW); 
winclass.hbrBackground	= (HBRUSH)GetStockObject(GRAY_BRUSH);
winclass.lpszMenuName	= NULL;
winclass.lpszClassName	= WINDOW_CLASS_NAME;
winclass.hIconSm        = LoadIcon(NULL, IDI_APPLICATION);

// save hinstance in global
hinstance_app = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
	return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                  // extended style
                            WINDOW_CLASS_NAME,     // class
						    "Button Demo", // title
						    WS_OVERLAPPEDWINDOW | WS_VISIBLE,
					 	    0,0,	  // initial x,y
						    640,480,  // initial width, height
						    NULL,	  // handle to parent 
						    NULL,	  // handle to menu
						    hinstance,// instance of this application
						    NULL)))	// extra creation parms
return(0);

// save main window handle
main_window_handle = hwnd;


// create the buttons
#define BUTTON_BASE_ID   100
#define NUM_BUTTONS      8

char *button_names[NUM_BUTTONS] = 
     {
     "PUSHBUTTON", 	
     "RADIOBUTTON", 	
     "CHECKBOX", 	
     "3STATE",  	
     "AUTO3STATE", 	
     "AUTOCHECKBOX", 	
     "AUTORADIOBUTTON",	
     "OWNERDRAW"};

long button_types[NUM_BUTTONS] = 
     {
     BS_PUSHBUTTON, 	
     BS_RADIOBUTTON, 	
     BS_CHECKBOX, 	
     BS_3STATE,  	
     BS_AUTO3STATE,
     BS_AUTOCHECKBOX, 	
     BS_AUTORADIOBUTTON,
     BS_OWNERDRAW
     }; 	



for (int button = 0; button < NUM_BUTTONS; button++)
{
CreateWindowEx(NULL,                  // extended style
               "button",              // class
			    button_names[button], // title
	   	        WS_CHILD | WS_VISIBLE | button_types[button],
				10,10+button*36,	  // initial x,y
				strlen(button_names[button])*16,24,    // initial width, height
			    main_window_handle,	  // handle to parent 
			    (HMENU)(BUTTON_BASE_ID + button),	  // handle to menu
			    hinstance,  // instance of this application
			    NULL);      // extra creation parms

} // end for button

// enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(TRUE)
	{
    // test if there is a message in queue, if so get it
	if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
	   { 
	   // test if this is a quit
       if (msg.message == WM_QUIT)
           break;
	
	   // translate any accelerator keys
	   TranslateMessage(&msg);

	   // send the message to the window proc
	   DispatchMessage(&msg);
	   } // end if
    
       // main game processing goes here
	   if (KEYDOWN(VK_ESCAPE))
          SendMessage(hwnd, WM_CLOSE, 0,0);
       
	} // end while

// return to Windows like this
return(msg.wParam);

} // end WinMain

///////////////////////////////////////////////////////////

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