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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

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

Button Styles:

ms-help://MS.MSDNQTR.v80.chs/MS.MSDN.v80/MS.WIN32COM.v10.en/shellcc/platform/commctls/buttons/buttonreference/buttonstyles.htm
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