// DEMO3_6.CPP - WM_PAINT tracker
// 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"
// GLOBALS
HWND main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app = NULL; // globally track hinstance
// 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 string
static int wm_paint_count = 0; // track number of msg's
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// return success
return(0);
} break;
case WM_PAINT: //进入重绘消息
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps); //香肠BeginPaint返回一个HDC
// set the foreground color to blue
SetTextColor(hdc, RGB(0,0,255)); //设置HDC的前景色
// set the background color to black
SetBkColor(hdc, RGB(0,0,0)); //设置HDC的背景色
// finally set the transparency mode to transparent
SetBkMode(hdc, OPAQUE); //设置HDC
/*OPAQUE: Background is filled with the current background color before the text, hatched brush, or pen is drawn. 不允许透明,把老的覆盖掉
TRANSPARENT :Background remains untouched. 允许透明
*/
// draw some text at (0,0) reflecting number of times
// wm_paint has been called
sprintf(buffer,"WM_PAINT called %d times. ", ++wm_paint_count); //利用sprintf缓冲的功能把字符格式填入buffer char[]中,++wm_paint_count 先++后填充
TextOut(hdc, 0,0, buffer, strlen(buffer)); //输出
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
// 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_PAINT Tracking Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,400, // 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
} // end while
// return to Windows like this
return(msg.wParam);
} // end WinMain
///