其实, 要生成某一个某一个, 完全可以采用控制其Visible属性来实现, 生成的时候, 类似于让其可见。 但是呢, 提前画一个按钮到界面, 容易干扰开发人员的编辑, 于是可以采用代码来生成:
.h文件:
//---------------------------------------------------------------------------
#ifndef Unit1H
#define Unit1H
//---------------------------------------------------------------------------
#include <Classes.hpp>
#include <Controls.hpp>
#include <StdCtrls.hpp>
#include <Forms.hpp>
//---------------------------------------------------------------------------
class TForm1 : public TForm
{
__published: // IDE-managed Components
TButton *Button1;
void __fastcall Button1Click(TObject *Sender);
private: // User declarations
public: // User declarations
__fastcall TForm1(TComponent* Owner);
void __fastcall TForm1::fun(TObject *Sender);
};
//---------------------------------------------------------------------------
extern PACKAGE TForm1 *Form1;
//---------------------------------------------------------------------------
#endif
.cpp文件:
//---------------------------------------------------------------------------
#include <vcl.h>
#pragma hdrstop
#include "Unit1.h"
//---------------------------------------------------------------------------
#pragma package(smart_init)
#pragma resource "*.dfm"
TForm1 *Form1;
//---------------------------------------------------------------------------
__fastcall TForm1::TForm1(TComponent* Owner)
: TForm(Owner)
{
}
//---------------------------------------------------------------------------
void __fastcall TForm1::Button1Click(TObject *Sender)
{
TButton *my = new TButton(Form1);
my->Parent = Form1; // 不可少
my->Top = 100;
my->Left = 100;
my->Height = 125;
my->Width = 175;
my->Caption = "Button2";
my->OnClick = fun;
}
//---------------------------------------------------------------------------
void __fastcall TForm1::fun(TObject *Sender)
{
ShowMessage("Button2 clicked");
}