www.pudn.com > Windows Game Programming Gurus Examp > demo4_8.cpp
// DEMO4_8.CPP - Child window Button Demo // INCLUDES /////////////////////////////////////////////// #define WIN32_LEAN_AND_MEAN // just say no to MFC #include// include all the windows headers #include // include useful macros #include // very important and include WINMM.LIB too! #include #include #include // 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 ///////////////////////////////////////////////////////////