[游戏模版2] Win32最小框架
>_<:Just the minimum Win32 frame don't have any other special function.
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by FE.RC
//
#define IDR_MAINFRAME 128
#define IDD_FE_DIALOG 102
#define IDD_ABOUTBOX 103
#define IDS_APP_TITLE 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDS_HELLO 106
#define IDI_FE 107
#define IDI_SMALL 108
#define IDC_FE 109
#define IDC_MYICON 2
#define IDC_STATIC -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32771
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif
resourse.h 资源ID文件
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
// #if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
#define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_ #if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000 #define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers // Windows Header Files:
#include <windows.h> // C RunTime Header Files
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h> // Local Header Files // TODO: reference additional headers your program requires here //{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
StdAfx.h 头文件和系统及设置
main.cpp
#include "stdafx.h"
#include "resourse.h" #define MAX_LOADSTRING 100 // Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text // Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
//========================================================================================
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// TODO: Place code here.
MSG msg; MyRegisterClass(hInstance);//调用函数向系统注册窗口类别,输入参数hInstance是目前运行程序的对象代码; // 调用InitInstance函数,进行初始化操作;
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
} // 消息循环(通过消息循环来获取信息,
//进行必要的键盘信息转换而后将控制权交给操作系统,
//有操作系统决定哪个程序的消息处理函数处理消息
while (GetMessage(&msg, NULL, , )) //获取程序消息
{
TranslateMessage(&msg);//转换伪码及字符
DispatchMessage(&msg);//将控制权交给系统,再有系统决定负责处理消息的程序;
} return msg.wParam;
}
//===================================================================================== //=============================================================================================
//在建立程序窗口实体之前,必须先定义一个窗口类别,其中包含所要建立窗口的信息,
//并向系统注册,这里的MyRegisterClass函数就是进行定义及注册窗口类别的函数。
//==============================================================================================
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex; //申请一个窗口类别“WNDCLASSEX”和结构”wcex“
//--------------------------------------------------------------
//定义vcex结构的各项信息,其中设定信息处理函数(lpfnWndProc)
//为WNDPROC,类别名称为(lpszClassName)为”fe";
//--------------------------------------------------------------
wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = ;
wcex.cbWndExtra = ;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = LoadCursor(NULL,IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "fe";
wcex.hIconSm = NULL; return RegisterClassEx(&wcex);//调用RegisterClassEx函数注册类别,返回一个“ATOM"形态的字符串
//此字符串即为类别名称”fe";
}
//============================================================================================ //============================================================================================
//按照前面所定义的窗口类别来建立并显示实际的程序窗口
//============================================================================================
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd; hInst = hInstance; // 把instance handle 储存在全局变量中; hWnd = CreateWindow("fe","绘图窗口",WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, , CW_USEDEFAULT, , NULL, NULL, hInstance, NULL);
//-----------------------------------------------
//调用CreateWindow函数来建立一个窗口对象
//第一个参数就是窗口建立依据的类别名称
//-----------------------------------------------
if (!hWnd)
{
return FALSE;
}
//------------------------------------------------
//设定窗口的位置及窗口的大小,然后绘制显示在设备上
//------------------------------------------------
MoveWindow(hWnd,,,,,true);//位置及大小
ShowWindow(hWnd, nCmdShow);//改定窗口显示时的状态
UpdateWindow(hWnd);//将窗口绘制在显示设备上
return TRUE;
}
//============================================================================================ //============================================================================================
//在前面定义类别的时候把WndProc定义为消息处理函数(当某些外部消息发生时,会按消息的类型
//来决定该如何进行处理。此外该函数也是一个回叫函数(CALLBACK)(windows系统函数)每一个
//程序都会接收信息,选择性接受、处理;
//============================================================================================
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc; switch (message) //判断消息类型
{
case WM_PAINT: //窗口重绘制
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY: //处理窗口结束消息
PostQuitMessage();
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return ;
}
//============================================================================================
[游戏模版2] Win32最小框架的更多相关文章
- [游戏模版1] MFC最小框架(base function including)
>_<:Here are the template of mini-MFC include: CPen,CBrush,Front,Paint Line and some other gra ...
- [游戏模版18] Win32 五子棋
>_<:Learning its AI logic. >_<:resource >_<:code: #include <windows.h> // C ...
- [游戏模版3] Win32 画笔 画刷 图形
>_<:introduce the functions of define\create\use pen and brush to draw all kinds of line and s ...
- [游戏模版4] Win32 显示鼠标位置
>_<:use MOUSE_MOVE message refresh the position information. >_<:use LOWORD(lParam) get ...
- [游戏模版5] Win32 折线 弧线
>_<:first build some points put in poly1[],poly2[] and poly3[] in the function of InitInstance ...
- [游戏模版6] Win32 graph
>_<:there in the MyPaint(...) function respectively use Ellipse(...) draw ellipse, use RoundRe ...
- [游戏模版7] Win32 最简单贴图
>_<:this is the first using mapping. >_<:There will be introducing how to do: First load ...
- [游戏模版8] Win32 透明贴图
>_<:The same with previous introduction. In the InitInstance fanction make a little change: &g ...
- [游戏模版9] Win32 半透明 图像处理
>_<:Previous part we talk about how to map a transparent picture, and this time we will solve ...
随机推荐
- Shape comparison language
形状比较语言, 九交模型 In this topic About shape comparison language Dimensionality Extensions to the CBM SC ...
- VC++ 控制外部程序,向外部程序发送一个消息的方法
这里需要考虑两部分的内容: 发送端: 查找对应的窗体,找到CWnd的值 向窗体发送消息 举例: CWnd* wnd = FindWindow(NULL, _T("选择题做题过程中" ...
- js 字符串转化成数字
方法主要有三种 转换函数.强制类型转换.利用js变量弱类型转换. 1. 转换函数: js提供了parseInt()和parseFloat()两个转换函数.前者把值转换成整数,后者把值转换成浮点数.只有 ...
- XGBoost参数调优完全指南(附Python代码)
XGBoost参数调优完全指南(附Python代码):http://www.2cto.com/kf/201607/528771.html https://www.zhihu.com/question/ ...
- python json学习之路1-认识json格式数据
JSON 语法规则 JSON 语法是 JavaScript 对象表示语法的子集. 数据在键值对中 数据由逗号分隔 花括号保存对象 方括号保存数组JSONJSON 名称/值对 JSON 数据的书写格式是 ...
- sql left join、right join、inner join
left join(左联接) 返回包括左表中的所有记录和右表中联结字段相等的记录 right join(右联接) 返回包括右表中的所有记录和左表中联结字段相等的记录inner join(等值连接) 只 ...
- VMware下 Ubuntu 看不到共享文件夹之解决办法
VMware下 Ubuntu 看不到共享文件夹之解决办法 初学Linux,在VMWare 上装了Ubuntu10.04,主机端和虚拟机相互间的访问是必不可少的,途径有许多,其中vmware tool提 ...
- js灵活打印web页面区域内容的通用方法
我们做网站,经常需要打印页面指定区域的内容,而网上关于这块的说法很多,各种各样的打印控件也不少.但许多打印方案都不怎么好,至少我不喜欢,要么封装复杂,要么难以维护.正好现在的项目也需要用到 ...
- delete-by-query插件
- 技术英文单词贴--G
G generator 发电机,发生器,生产者