Windows编程-基本图元(3)

绘制矩形

The Rectangle function draws a rectangle. The rectangle is outlined by using the current pen and filled by using the current brush.

BOOL Rectangle(
  _In_  HDC hdc,
  _In_  int nLeftRect,
  _In_  int nTopRect,
  _In_  int nRightRect,
  _In_  int nBottomRect
);
Parameters
hdc [in]

A handle to the device context.

nLeftRect [in]

The x-coordinate, in logical coordinates, of the upper-left corner of the rectangle.

nTopRect [in]

The y-coordinate, in logical coordinates, of the upper-left corner of the rectangle.

nRightRect [in]

The x-coordinate, in logical coordinates, of the lower-right corner of the rectangle.

nBottomRect [in]

The y-coordinate, in logical coordinates, of the lower-right corner of the rectangle.

Return value

If the function succeeds, the return value is nonzero.

If the function fails, the return value is zero.

其中Rectangle函数会使用当前的画笔和笔刷来绘制矩形。下面的代码绘制了min(20,20)到max(120,120)的矩形。

HBRUSH hbrush = CreateSolidBrush(RGB(rand()%256,rand()%256,rand()%256));
HPEN  hpen = CreatePen(PS_SOLID,0,RGB(255,255,255));
SelectObject(hdc,hpen);
SelectObject(hdc,hbrush);
Rectangle(hdc, 20,20,120,120);

DeleteObject(hbrush);
DeleteObject(hpen);

因为我们使用了brush来绘制,其中pen的宽度取0,得到的结果如下,颜色随机。

image

其中Rectangle的位置如下:

image

另外介绍两个函数FillRect和FrameRect

The FillRect function fills a rectangle by using the specified brush. This function includes the left and top borders, but excludes the right and bottom borders of the rectangle.

int FillRect(
  _In_  HDC hDC,
  _In_  const RECT *lprc,
  _In_  HBRUSH hbr
);
Parameters
hDC [in]

A handle to the device context.

lprc [in]

A pointer to a RECT structure that contains the logical coordinates of the rectangle to be filled.

hbr [in]

A handle to the brush used to fill the rectangle.

Return value

If the function succeeds, the return value is nonzero.

If the function fails, the return value is zero.

 

The FrameRect function draws a border around the specified rectangle by using the specified brush. The width and height of the border are always one logical unit.

int FrameRect(
  _In_  HDC hDC,
  _In_  const RECT *lprc,
  _In_  HBRUSH hbr
);
Parameters
hDC [in]

A handle to the device context in which the border is drawn.

lprc [in]

A pointer to a RECT structure that contains the logical coordinates of the upper-left and lower-right corners of the rectangle.

hbr [in]

A handle to the brush used to draw the border.

Return value

If the function succeeds, the return value is nonzero.

If the function fails, the return value is zero.

下面的完整代码给出了上面的两个函数的使用方法。

// 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"

#define WINDOW_WIDTH  400
#define WINDOW_HEIGHT 300

// 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_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(BLACK_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
                            "Rectangle Drawing Demo", // title
                            WS_OVERLAPPEDWINDOW | WS_VISIBLE,
                             0,0,      // initial x,y
                            WINDOW_WIDTH, // initial width
                            WINDOW_HEIGHT,// initial 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;


// 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

       // draw a random line
    
    // get the graphics device context 
    hdc = GetDC(hwnd);

    RECT rect; // used to hold rect info

    // create a random rectangle
    rect.left   = rand()%WINDOW_WIDTH;
    rect.top    = rand()%WINDOW_HEIGHT;
    rect.right  = rand()%WINDOW_WIDTH;
    rect.bottom = rand()%WINDOW_HEIGHT;

    // create a random brush
    HBRUSH hbrush = CreateSolidBrush(RGB(rand()%256,rand()%256,rand()%256));
    
    // draw either a filled rect or a wireframe rect
    if ((rand()%2)==1)
       FillRect(hdc,&rect,hbrush);
    else
       FrameRect(hdc,&rect,hbrush);

    // now delete the brush
    DeleteObject(hbrush);
    
    // release the device context
    ReleaseDC(hwnd,hdc);

     // 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

绘制的结果如下:

image

转载于:https://www.cnblogs.com/bruce81/archive/2013/02/19/2917834.html

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