// DEMO2_5.CPP - Creates two windows based on the same // window class// 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 <stdio.h> #include <math.h>// DEFINES ////////////////////////////////////////////////// defines for windows #define WINDOW_CLASS_NAME "WINCLASS1"// GLOBALS ////////////////////////////////////////////////// FUNCTIONS //////////////////////////////////////////////LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam){// this is the main message handler of the systemPAINTSTRUCT ps; // used in WM_PAINTHDC hdc; // handle to a device context// 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); // you would do all your painting here 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 createHWND hwnd; // generic window handleMSG msg; // generic message// first fill in the window class stucturewinclass.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);// register the window classif (!RegisterClassEx(&winclass)) return(0);// create the first windowif (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "Window 1 Based on WINCLASS1", // 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 parmsreturn(0);// create the second windowif (!(hwnd = CreateWindowEx(NULL, // extended style WINDOW_CLASS_NAME, // class "Window 2 Also Based on WINCLASS1", // title WS_OVERLAPPEDWINDOW | WS_VISIBLE, 100,100, // initial x,y 400,400, // initial width, height NULL, // handle to parent NULL, // handle to menu hinstance,// instance of this application NULL))) // extra creation parmsreturn(0);// enter main event loop, but this time we use PeekMessage()// instead of GetMessage() to retrieve messageswhile(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 thisreturn(msg.wParam);} // end WinMain///////////////////////////////////////////////////////////
Dialog window without MFC
TOTWGPG (Trick of the Windows Game Programming Gurus) by Andre LaMonthe comes highly recommended:
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
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