当一个窗口关闭时WM_CLOSE,WM_DESTROY,WM_QUIT这三个消息的发送顺序怎样?

cyxcry 2004-03-31 11:04:07
当一个窗口关闭时WM_CLOSE,WM_DESTROY,WM_QUIT这三个消息的发送顺序怎样?
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lphlord 2004-03-31
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'调用WM_QUIT' 应该是PostQuitMessage()
lphlord 2004-03-31
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一般是响应WM_CLOSE,调用DestroyWindow()
DestroyWindow()又发送WM_DESTROY
响应WM_DESTROY,调用WM_QUIT
GetMessage()发现WM_QUIT,退出程序
code8238 2004-03-31
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CLOSE,DESTROY,QUIT
薛定谔之死猫 2004-03-31
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用spy++看看
zswzwy 2004-03-31
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就是你写的顺序
消息,就是指Windows发出的一个通知,告诉应用程序某个事情发生了。例如,单击鼠标、改变窗口尺寸、按下键盘上的一个键都会使Windows发送一个消息给应用程序。 消息本身是作为一个记录传递给应用程序的,这个记录中包含了消息的类型以及其他信息。例如,对于单击鼠标所产生的消息来说,这个记录中包含了单击鼠标的坐标。这个记录类型叫做TMsg,它在Windows单元中是这样声明的: type TMsg = packed record hwnd: HWND; //窗口句柄 message: UINT;//消息常量标识符 wParam: WPARAM ;// 32位消息的特定附加信息 lParam: LPARAM ;// 32位消息的特定附加信息 time: DWORD;//消息创建间 pt: TPoint; //消息创建的鼠标位置 end ; 消息中有什么? 是否觉得一个消息记录中的信息像希腊语一样?如果是这样,那么看一看下面的解释:hwnd 32位的窗口句柄。窗口可以是任何类型的屏幕对象,因为Win32能够维护大多数可 视对象的句柄(窗口、对话框、按钮、编辑框等)。message 用于区别其他消息的常量值,这些常量可以是Windows单元中预定义的常量,也 可以是自定义的常量。 wParam 通常是一个消息有关的常量值,也可能是窗口或控件的句柄。 lParam 通常是一个指向内存中数据的指针。由于WParam、lParam和Pointer都是32位的,因此,它们之间可以相互转换。 WM_NULL =$0000 // WM_CREATE =$0001 //应用程序创建一个窗口 WM_DESTROY = $0002 //一个窗口被销毁 WM_MOVE = $0003 //移动一个窗口 WM_SIZE= $0005 //改变一个窗口的大小 WM_ACTIVATE= $0006 //一个窗口被激活或失去激活状态; WM_SETFOCUS= $0007 //获得焦点后 WM_KILLFOCUS= $0008 //失去焦点 WM_ENABLE= $000A //改变enable状态 WM_SETREDRAW= $000B //设置窗口是否能重画 WM_SETTEXT= $000C //应用程序发送消息来设置一个窗口的文本 WM_GETTEXT = $000D //应用程序发送消息来复制对应窗口的文本到缓冲区 WM_GETTEXTLENGTH = $000E //得到与一个窗口有关的文本的长度(不包含空字符) WM_PAINT = $000F //要求一个窗口重画自己 WM_CLOSE = $0010 //当一个窗口或应用程序要关闭发送一个信号 WM_QUERYENDSESSION= $0011 //当用户选择结束对话框或程序自己调用ExitWindows函数 WM_QUIT= $0012 //用来结束程序运行或当程序调用postquitmessage函数 WM_QUERYOPEN = $0013 //当用户窗口恢复以前的大小位置,把此消息发送给某个图标 WM_ERASEBKGND = $0014 //当窗口背景必须被擦除(例在窗口改变大小WM_SYSCOLORCHANGE = $0015 //当系统颜色改变发送消息给所有顶级窗口 WM_ENDSESSION = $0016 // 当系统进程发出WM_QUERYENDSESSION消息后,此消息发送给应用程序,通知它对话是否结束 WM_SYSTEMERROR = $0017 // WM_SHOWWINDOW= $0018 //当隐藏或显示窗口发送消息给这个窗口 WM_ACTIVATEAPP = $001C //发此消息给应用程序哪个窗口是激活的,哪个是非激活的; WM_FONTCHANGE= $001D //当系统的字体资源库变化发送消息给所有顶级窗口 WM_TIMECHANGE= $001E //当系统的间变化发送消息给所有顶级窗口 WM_CANCELMODE= $001F //发送消息来取消某种正在进行的摸态(操作) WM_SETCURSOR = $0020 //如果鼠标引起光标在某个窗口中移动且鼠标输入没有被捕获,就发消息给某个窗口 WM_MOUSEACTIVATE = $0021 //当光标在某个非激活的窗口中而用户正按着鼠标的某个键发送消息给当前窗口 WM_CHILDACTIVATE = $0022 //发送消息给MDI子窗口当用户点击此窗口的标题栏,或当窗口被激活,移动,改变大小 WM_QUEUESYNC= $0023 //此消息由基
Windows消息大全易语言版, 消息,就是指Windows发出的一个通知,告诉应用程序某个事情发生了。例如,单击鼠标、改变窗口尺寸、按下键盘上的一个键都会使Windows发送一个消息给应用程序。消息本身是作为一个记录传递给应用程序的,这个记录中包含了消息的类型以及其他信息。例如,对于单击鼠标所产生的消息来说,这个记录中包含了单击鼠标的坐标。这个记录类型叫做TMsg, 它在Windows单元中是这样声明的: type TMsg = packed record hwnd: HWND; / /窗口句柄 message: UINT; / /消息常量标识符 wParam: WPARAM ; // 32位消息的特定附加信息 lParam: LPARAM ; // 32位消息的特定附加信息 time: DWORD; / /消息创建间 pt: TPoint; / /消息创建的鼠标位置 end; 消息中有什么? 是否觉得一个消息记录中的信息像希腊语一样?如果是这样,那么看一看下面的解释: hwnd 32位的窗口句柄。窗口可以是任何类型的屏幕对象,因为Win32能够维护大多数可视对象的句柄(窗口、对话框、按钮、编辑框等)。 message 用于区别其他消息的常量值,这些常量可以是Windows单元中预定义的常量,也可以是自定义的常量。 wParam 通常是一个消息有关的常量值,也可能是窗口或控件的句柄。 lParam 通常是一个指向内存中数据的指针。由于W P a r a m、l P a r a m和P o i n t e r都是3 2位的, 因此,它们之间可以相互转换。 WM_NULL = 0; WM_CREATE = 1; 应用程序创建一个窗口 WM_DESTROY = 2; 一个窗口被销毁 WM_MOVE = 3; 移动一个窗口 WM_SIZE = 5; 改变一个窗口的大小 WM_ACTIVATE = 6; 一个窗口被激活或失去激活状态; WM_SETFOCUS = 7; 获得焦点后 WM_KILLFOCUS = 8; 失去焦点 WM_ENABLE = 10; 改变enable状态 WM_SETREDRAW = 11; 设置窗口是否能重画 WM_SETTEXT = 12; 应用程序发送消息来设置一个窗口的文本 WM_GETTEXT = 13; 应用程序发送消息来复制对应窗口的文本到缓冲区 WM_GETTEXTLENGTH = 14; 得到与一个窗口有关的文本的长度(不包含空字符) WM_PAINT = 15; 要求一个窗口重画自己 WM_CLOSE = 16; 当一个窗口或应用程序要关闭发送一个信号 WM_QUERYENDSESSION = 17; 当用户选择结束对话框或程序自己调用ExitWindows函数 WM_QUIT = 18; 用来结束程序运行或当程序调用postquitmessage函数 WM_QUERYOPEN = 19; 当用户窗口恢复以前的大小位置,把此消息发送给某个图标 WM_ERASEBKGND = 20; 当窗口背景必须被擦除(例在窗口改变大小WM_SYSCOLORCHANGE = 21; 当系统颜色改变发送消息给所有顶级窗口 WM_ENDSESSION = 22; 当系统进程发出WM_QUERYENDSESSION消息后,此消息发送给应用程序, 通知它对话是否结束 WM_SYSTEMERROR = 23; WM_SHOWWINDOW = 24; 当隐藏或显示窗口发送消息给这个窗口 WM_ACTIVATEAPP = 28; 发此消息给应用程序哪个窗口是激活的,哪个是非激活的; WM_FONTCHANGE = 29; 当系统的字体资源库变化发送消息给所有顶级窗口 WM_TIMECHANGE = 30; 当系统的间变化发送消息给所有顶级窗口 WM_CANCELMODE = 31; 发送消息来取消某种正在进行的摸态(操作) WM_SETCURSOR = 32; 如果鼠标引起光标在某个窗口中移动且鼠标输入没有被捕获,就发消息给某个窗口 WM_MOUSEACTIVATE = 33; 当光标在某个非激活的窗口中而用户正按着鼠标的某个键发送消息给当前窗口 WM_CHILDACTIVATE = 34; 发送消息给MDI子窗口当用户点击此窗口的标题栏,或当窗口被激活,移动,改变大小 WM_QUEUESYNC = 35; 此消息由基于计算机的训练程序发送,通过WH_JOURNALPALYBACK的hook程序 分离出用户输入消息 WM_GETMINMAXINFO = 36; 此消息发送窗口当它将要改变大小或位置; WM_PAINTICON = 38; 发送给最小化窗口当它图标将
#include // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application int x,y; int xx,yy; int chakela; int amd[200][200]; int rmd[200][200]; int gmd[200][200]; int bmd[200][200]; int yanser,yanseg,yanseb; FILE *zuojian; bool keys[256]; // Array Used For The Keyboard Routine bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default void aa(); void bb(); void cc(); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,1000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); glColor3f(0.5f,0.5f,1.0f); aa(); cc(); bb(); // Reset The Current Modelview Matrix return TRUE; // Keep Going } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_CHAR: // Is A Key Being Held Down? { switch (wParam) { case 'a': { zuojian=fopen("c:/a.txt","wb+"); fwrite(amd,4,40000,zuojian); fwrite(rmd,4,40000,zuojian); fwrite(gmd,4,40000,zuojian); fwrite(bmd,4,40000,zuojian); fclose(zuojian); MessageBox(hWnd,"ok","ok",0); break; } case 'q': { zuojian=fopen("c:/a.txt","rb+"); fread(amd,4,40000,zuojian); fread(rmd,4,40000,zuojian); fread(gmd,4,40000,zuojian); fread(bmd,4,40000,zuojian); fclose(zuojian); MessageBox(hWnd,"ok","ok",0); break; } break; } return 0; } case WM_LBUTTONDOWN: { chakela=1; // amd[LOWORD(lParam)/10][HIWORD(lParam)/10]=1; //MessageBox(0,"cvxcv","fgfd",2); return 0; } case WM_MOUSEMOVE : { xx=LOWORD(lParam)/10; yy=HIWORD(lParam)/10; if(chakela==1) { amd[xx][yy]=1; rmd[xx][yy]=yanser; gmd[xx][yy]=yanseg; bmd[xx][yy]=yanseb; } return 0; } case WM_LBUTTONUP: { chakela=0; //MessageBox(0,"cvxcv","fgfd",2); return 0; } case WM_RBUTTONDOWN: { if(xx<=5) { yanser=yy; } if(xx5) yanseg=yy; } if(xx10) yanseb=yy; } return 0; } case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("NeHe's Color Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's Color Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program } void aa() { x=y=0; while(x<200) { while(y<200) { if(amd[x][y]==1) { glLoadIdentity(); glTranslatef(x,-y,-200.0f); glColor3f(rmd[x][y]/50.0f,gmd[x][y]/50.0f,bmd[x][y]/50.0f); glBegin(GL_QUADS); glVertex3f(-1, 1, 0.0f); glVertex3f( 1, 1, 0.0f); glVertex3f( 1,-1, 0.0f); glVertex3f(-1,-1, 0.0f); glEnd(); } y++; } y=0; x++;} } void bb() { glLoadIdentity(); glTranslatef(xx,-yy,-200.0f); glColor3f(1,1,0); glBegin(GL_QUADS); glVertex3f(-1, 1, 0.0f); glVertex3f( 1, 1, 0.0f); glVertex3f( 1,-1, 0.0f); glVertex3f(-1,-1, 0.0f); glEnd(); } void cc() { glLoadIdentity(); glTranslatef(0,0,-201.0f); glColor3f(1,0,0); glBegin(GL_QUADS); glVertex3f(0, -50, 0.0f); glVertex3f( 0, 0, 0.0f); glVertex3f( 5,0, 0.0f); glVertex3f(5,-50, 0.0f); glEnd(); glLoadIdentity(); glTranslatef(5,0,-201.0f); glColor3f(0,1,0); glBegin(GL_QUADS); glVertex3f(0, -50, 0.0f); glVertex3f( 0, 0, 0.0f); glVertex3f( 5,0, 0.0f); glVertex3f(5,-50, 0.0f); glEnd(); glLoadIdentity(); glTranslatef(10,0,-201.0f); glColor3f(0,0,1); glBegin(GL_QUADS); glVertex3f(0, -50, 0.0f); glVertex3f( 0, 0, 0.0f); glVertex3f( 5,0, 0.0f); glVertex3f(5,-50, 0.0f); glEnd(); }

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        VC/MFC社区版块或许是CSDN最“古老”的版块了,记忆之中,与CSDN的年龄几乎差不多。随着时间的推移,MFC技术渐渐的偏离了开发主流,若干年之后的今天,当我们面对着微软的这个经典之笔,内心充满着敬意,那些曾经的记忆,可以说代表着二十年前曾经的辉煌……
        向经典致敬,或许是老一代程序员内心里面难以释怀的感受。互联网大行其道的今天,我们期待着MFC技术能够恢复其曾经的辉煌,或许这个期待会永远成为一种“梦想”,或许一切皆有可能……
        我们希望这个版块可以很好的适配Web时代,期待更好的互联网技术能够使得MFC技术框架得以重现活力,……

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