这里我们讨论两种消息传递的方法:SendMessage()和PostMessage();
(1)SendMessage
Sends the specified message to a window or windows. The SendMessage function calls the window procedure for the specified window and does not return until the window procedure has processed the message.
函数的定义如下:
LRESULT WINAPI SendMessage( _In_ HWND hWnd, _In_ UINT Msg, _In_ WPARAM wParam, _In_ LPARAM lParam );
Parameters
hWnd [in] Type: HWND
A handle to the window whose window procedure will receive the message. If this parameter is HWND_BROADCAST ((HWND)0xffff), the message is sent to all top-level windows in the system, including disabled or invisible unowned windows, overlapped windows, and pop-up windows; but the message is not sent to child windows.
Message sending is subject to UIPI. The thread of a process can send messages only to message queues of threads in processes of lesser or equal integrity level.
Msg [in] Type: UINT
The message to be sent. For lists of the system-provided messages, see System-Defined Messages.
wParam [in] Type: WPARAM
Additional message-specific information.
lParam [in] Type: LPARAM
Additional message-specific information.
Return value Type: LRESULT
The return value specifies the result of the message processing; it depends on the message sent.
SendMessage() 可向窗口传递一个要求立即处理的消息。当窗口接收这个消息后,立即执行WinProc()并返回。
(2)PostMessage
Places (posts) a message in the message queue associated with the thread that created the specified window and returns without waiting for the thread to process the message.
函数定义如下:
BOOL WINAPI PostMessage( _In_opt_ HWND hWnd, _In_ UINT Msg, _In_ WPARAM wParam, _In_ LPARAM lParam );
Parameters
hWnd [in, optional] Type: HWND
A handle to the window whose window procedure is to receive the message. The following values have special meanings.
Msg [in] Type: UINT
The message to be posted.
For lists of the system-provided messages, see System-Defined Messages.
wParam [in] Type: WPARAM
Additional message-specific information.
lParam [in] Type: LPARAM
Additional message-specific information.
Return value Type: BOOL
If the function succeeds, the return value is nonzero.
If the function fails, the return value is zero.
PostMessage() 可向窗口的消息队列发消息,而后直接返回。
下面的例子给出SendMessage()的简单用法。
![](https://i-blog.csdnimg.cn/blog_migrate/8f900a89c6347c561fdf2122f13be562.gif)
![](https://i-blog.csdnimg.cn/blog_migrate/961ddebeb323a10fe0623af514929fc1.gif)
// 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_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 "WM_DESTROY Message Sending Demo", // title WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,0, // initial x,y 400,300, // 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; // 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); PostMessage(hwnd, WM_CLOSE, 0,0); } } // end while // return to Windows like this return(msg.wParam); } // end WinMain ///