使用控件,代码小例子

// DEMO3_1.CPP  - Demo of loading an icon and cursor resource

// 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>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include<tchar.h>
//#include "DEMO3_1RES.H" // include the resource header

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

// defines for windows
#define WINDOW_CLASS_NAME "WINCLASS1"

// GLOBALS ////////////////////////////////////////////////
HWND main_window_handle  = NULL;
HINSTANCE main_instance = NULL;

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

// FUNCTIONS //////////////////////////////////////////////

//LRESULT CALLBACK TimerProc(HWND)
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
TCHAR buffer[80];

// what is the message
switch(msg)
 { 
 case WM_CREATE:
        {
  // do initialization stuff here
        // return success
  return(0);
  } break;
 case WM_COMMAND:                                                                       msg:                   WM_COMMAND
  {                                                                                                           LOWORD(wparam):      子窗口ID
   if (LOWORD(wparam) == 100)                                                         HIWORD(wparam):          通知码
   {                                                                                                          lparam :                              子窗口句柄
    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);
   }////end if
  }break;

 case WM_PAINT:
  {
  // simply validate the window
  hdc = BeginPaint(hwnd,&ps); 
  // you would do all your painting here
  //TextOut(hdc,0,0,buffer,strlen(buffer));
        EndPaint(hwnd,&ps);

        // return success
  return(0);
     } break;
  //////调用顺序:WM_CLOSE---->WM_DESTROY--->WM_QUIT

 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
 

///start game main
void Game_Main()
{   
}

// 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, IDI_APPLICATION);
winclass.hCursor  = LoadCursor(hinstance, IDC_ARROW);
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm        = LoadIcon(hinstance, IDI_APPLICATION);

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

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

main_window_handle = hwnd; 

main_instance = hinstance;

////using a button

#define BUTTON_NAME   TEXT("push_me")
#define  BUTTON_STYLE  BS_PUSHBUTTON

CreateWindowEx(NULL,
      "button",/////////////////////////////////////////////class
      BUTTON_NAME,///text  on  button
      WS_CHILD|WS_VISIBLE|BUTTON_STYLE,
      10,10,///initial x,y
      100,24,////initial width ,height
      main_window_handle,///handle to parent
      (HMENU)(100),//////id of button,notice cast to HEMNU
      hinstance,////instance of this application
      NULL);////extra creation  parms
/////using  some controls(控件)

/*

#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] = //////这些styles都是系统定义的
     {
     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
  //Game_Main(); // or whatever your loop is called
   if(KEYDOWN(VK_ESCAPE))
   SendMessage(hwnd,WM_CLOSE,0,0);////////WM_QUIT为什么不行????
 } // end while

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

} // end WinMain

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

 

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