// DEMO3_4.CPP - Loading a MENU resource and processing selections
// 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>
#include "DEMO3_4RES.H"
#pragma comment(lib,"winmm.lib")
// DEFINES ////////////////////////////////////////////////
// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"
// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
// 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
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_COMMAND:
{
switch(LOWORD(wparam))//取低位
The low-order word specifies the identifier of the menu item, control, or accelerator. */
{
// handle the FILE menu
case MENU_FILE_ID_EXIT:
{
// terminate window
PostQuitMessage(0);
} break;
// handle the HELP menu
case MENU_HELP_ABOUT:
{
// pop up a message box
MessageBox(hwnd, "Menu Sound Demo",
"About Sound Menu",
MB_OK | MB_ICONEXCLAMATION);
} break;
// handle each of sounds
case MENU_PLAY_ID_ENERGIZE:
{
// play the sound
PlaySound(MAKEINTRESOURCE(SOUND_ID_ENERGIZE),
hinstance_app, SND_RESOURCE | SND_ASYNC);
} break;
case MENU_PLAY_ID_BEAM:
{
// play the sound
PlaySound(MAKEINTRESOURCE(SOUND_ID_BEAM),
hinstance_app, SND_RESOURCE | SND_ASYNC);
} break;
case MENU_PLAY_ID_TELEPORT:
{
// play the sound
PlaySound(MAKEINTRESOURCE(SOUND_ID_TELEPORT),
hinstance_app, SND_RESOURCE | SND_ASYNC);
} break;
case MENU_PLAY_ID_WARP:
{
// play the sound
PlaySound(MAKEINTRESOURCE(SOUND_ID_WARP),
hinstance_app, SND_RESOURCE | SND_ASYNC);
} break;
default: break;
} // end switch wparam
} break; // end WM_COMMAND
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// you would do all your painting here
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
// 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(hinstance, MAKEINTRESOURCE(ICON_T3DX));
winclass.hCursor = LoadCursor(hinstance, MAKEINTRESOURCE(CURSOR_CROSSHAIR));
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = "SoundMenu";
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX));
// 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
"Menu Resource Demo with Processing", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,400, // initial width, height
NULL, // handle to parent
NULL, // handle to menu, note it's null
hinstance,// instance of this application
NULL))) // extra creation parms
return(0);
// save main window handle
main_window_handle = hwnd;
// 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
// Game_Main(); // or whatever your loop is called
} // end while
// return to Windows like this
return(msg.wParam);
} // end WinMain
///////////////////////////////////////////////////////////
其中资源文件为:
#include "DEMO3_4RES.H"
// the icon and cursor resource
ICON_T3DX ICON t3dx.ico
CURSOR_CROSSHAIR CURSOR crosshair.cur
// the sound resources
SOUND_ID_ENERGIZE WAVE energize.wav
SOUND_ID_BEAM WAVE beam.wav
SOUND_ID_TELEPORT WAVE teleport.wav
SOUND_ID_WARP WAVE warp.wav
// the menu resource
SoundMenu MENU DISCARDABLE
{
POPUP "&File"
{
MENUITEM "E&xit", MENU_FILE_ID_EXIT
} // end popup
POPUP "&PlaySound"
{
MENUITEM "Energize!", MENU_PLAY_ID_ENERGIZE
MENUITEM "Beam Me Up", MENU_PLAY_ID_BEAM
MENUITEM "Engage Teleporter", MENU_PLAY_ID_TELEPORT
MENUITEM "Quantum Warp Teleport", MENU_PLAY_ID_WARP
} // end popup
POPUP "Help"
{
MENUITEM "About", MENU_HELP_ABOUT
} // end popup
} // end top level menu