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WindowsGDIDemoOfBrush

WindowsGDIDemoOfBrush

作者: JingWenxing | 来源:发表于2019-04-01 13:26 被阅读0次

    源代码;

    #include "stdafx.h"
    #include "GDIDemoWindowsOfBrush.h"
    
    #include <time.h>                   // 新增:时间函数,用于产生随机数种子
    #pragma comment(lib,"winmm.lib")    // 新增:调用PlaySound函数所需库文件
    
    #define WINDOW_WIDTH    800
    #define WINDOW_HEIGHT   600
    #define WINDOW_TITLE    L"【Windows窗口测试——GDI练习】"
    
    
    //-----------------------------------【全局变量声明部分】-------------------------------------
    //  描述:全局变量的声明
    //------------------------------------------------------------------------------------------------
    HDC         g_hdc = NULL;                                                                                               // 新增:全局设备环境句柄
    HPEN        g_hPen[7] = { 0 };                                                                                          // 新增:定义画笔句柄的数组
    HBRUSH      g_hBrush[7] = { 0 };                                                                                        // 新增:定义画刷句柄的数组
    int         g_iPenStyle[7] = { PS_SOLID,PS_DASH,PS_DOT,PS_DASHDOT,PS_DASHDOTDOT,PS_NULL,PS_INSIDEFRAME };               // 新增:定义画笔样式数组并初始化
    int         g_iBrushStyle[6] = { HS_VERTICAL,HS_HORIZONTAL,HS_CROSS,HS_DIAGCROSS,HS_FDIAGONAL,HS_BDIAGONAL };           // 新增:定义画刷样式数组并初始化
    
    
    LRESULT     CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
    BOOL        Game_Init(HWND hwnd);
    VOID        Game_Paint(HWND hwnd);
    BOOL        Game_CleanUp(HWND hwnd);
    
    //-----------------------------------【WinMain( )函数】--------------------------------------
    int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
    {
        WNDCLASSEX wndClass = { 0 };
        wndClass.cbSize = sizeof(WNDCLASSEX);
        wndClass.style = CS_HREDRAW | CS_VREDRAW;
        wndClass.lpfnWndProc = WndProc;
        wndClass.cbClsExtra = 0;
        wndClass.cbWndExtra = 0;
        wndClass.hInstance = hInstance;
        wndClass.hIcon = (HICON)::LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_DEFAULTSIZE | LR_LOADFROMFILE);
        wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
        wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
        wndClass.lpszMenuName = NULL;
        wndClass.lpszClassName = L"ForTheDreamOfGameDevelop";
    
    
        if (!RegisterClassEx(&wndClass))
            return -1;
    
    
        HWND hwnd = CreateWindow(L"ForTheDreamOfGameDevelop",
            WINDOW_TITLE,
            WS_OVERLAPPEDWINDOW,
            CW_USEDEFAULT,
            CW_USEDEFAULT,
            WINDOW_WIDTH,
            WINDOW_HEIGHT,
            NULL,
            NULL,
            hInstance,
            NULL);
    
    
        MoveWindow(hwnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true);
        ShowWindow(hwnd, nShowCmd);
        UpdateWindow(hwnd);
    
        
        if (!Game_Init(hwnd))
        {
            MessageBox(hwnd, L"资源初始化失败", L"消息窗口", 0);
            return FALSE;
        }
    
        MSG msg = { 0 };
        while (msg.message != WM_QUIT)
        {
            if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }
        }
    
        UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance);
        return 0;
    }
    
    
    //-----------------------------------【WndProc( )函数】--------------------------------------
    LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
    {
        PAINTSTRUCT paintStruct;                //定义一个PAINTSTRUCT结构体来记录一些绘制信息
    
        switch (message)                        //switch语句开始
        {
        case WM_PAINT:                          // 若是客户区重绘消息
            g_hdc = BeginPaint(hwnd, &paintStruct);     //指定窗口进行绘图工作的准备,并用将和绘图有关的信息填充到paintStruct结构体中。
            Game_Paint(hwnd);
            EndPaint(hwnd, &paintStruct);       //EndPaint函数标记指定窗口的绘画过程结束
            ValidateRect(hwnd, NULL);           // 更新客户区的显示
            break;                              //跳出该switch语句
    
        case WM_KEYDOWN:
            if (wParam == VK_ESCAPE)
                DestroyWindow(hwnd);
            break;
    
        case WM_DESTROY:                        //若是窗口销毁消息
            Game_CleanUp(hwnd);                 //调用自定义的资源清理函数Game_CleanUp()进行退出前的资源清理
            PostQuitMessage(0);                 //向系统表明有个线程有终止请求。用来响应WM_DESTROY消息
            break;                              //跳出该switch语句
    
        default:
            return DefWindowProc(hwnd, message, wParam, lParam);
        }
    
        return 0;
    }
    
    //-----------------------------------【Game_Init( )函数】--------------------------------------
    //  描述:初始化函数,进行一些简单的初始化
    //------------------------------------------------------------------------------------------------
    BOOL Game_Init(HWND hwnd)               // 新增:环境句柄和随机函数,用于随机随机初始化画笔和画刷的颜色值
    {
        g_hdc = GetDC(hwnd);                //获取设备环境句柄
        srand((unsigned)time(NULL));        //用系统时间初始化随机种子 
    
        //随机初始化画笔和画刷的颜色值
        for (int i = 0; i <= 6; i++)
        {
            g_hPen[i] = CreatePen(g_iPenStyle[i], 1, RGB(rand() % 256, rand() % 256, rand() % 256));        // 使用传统取余方法来进行RGB的选取
            if (i == 6)
                g_hBrush[i] = CreateSolidBrush(RGB(rand() % 256, rand() % 256, rand() % 256));
            else
                g_hBrush[i] = CreateHatchBrush(g_iBrushStyle[i], RGB(rand() % 256, rand() % 256, rand() % 256));
        }
    
        Game_Paint(hwnd);
        ReleaseDC(hwnd, g_hdc);
        return TRUE;
    }
    
    //-----------------------------------【Game_Paint( )函数】--------------------------------------
    //  描述:绘制函数,在此函数中进行绘制操作
    //--------------------------------------------------------------------------------------------------
    VOID Game_Paint(HWND hwnd)
    {
        //定义一个y坐标值
        int y = 0;
    
        //一个for循环,用7种不同的画笔绘制线条
        for (int i = 0; i <= 6; i++)
        {
            y = (i + 1) * 70;
    
            SelectObject(g_hdc, g_hPen[i]);         //将对应的画笔选好
            MoveToEx(g_hdc, 1, y, NULL);            //“光标”移动到对应的(30,y)坐标处
            LineTo(g_hdc, 100, y);                  //从(30,y)坐标处向(100,y)绘制线段
        }
    
        /*注意上面画完后y=420,下面画矩形的时候还有用*/
        //定义两个x坐标值
        int x1 = 120;
        int x2 = 190;
    
        //用7种不同的画刷填充矩形
        for (int i = 0; i <= 6; i++)
        {
            SelectObject(g_hdc, g_hBrush[i]);       //选用画刷
            Rectangle(g_hdc, x1, 70, x2, y);        //画出一个封闭的矩形,矩形左上角坐标为(x1,50),右下角坐标为(x2,y)
            x1 += 90;
            x2 += 90;
        }
    }
    
    //-----------------------------------【Game_CleanUp( )函数】--------------------------------
    //  描述:资源清理函数,在此函数中进行程序退出前资源的清理工作
    //---------------------------------------------------------------------------------------------------
    BOOL Game_CleanUp(HWND hwnd)
    {
        //一个for循环,释放掉所有的画笔和画刷句柄
        for (int i = 0; i <= 6; i++)
        {
            DeleteObject(g_hPen[i]);
            DeleteObject(g_hBrush[i]);
        }
        return TRUE;
    }
    

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