Пример #1
0
//
//  ‘”Ќ ÷»я: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  Ќј«Ќј„≈Ќ»≈:  обрабатывает сообщени¤ в главном окне.
//
//  WM_COMMAND Ч обработать меню приложени¤
//  WM_PAINT Ч отрисовать главное окно
//  WM_DESTROY Ч отправить сообщение о выходе и вернутьс¤
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	HWND edit;
    switch (message)
    {
    case WM_COMMAND:
        {
            int wmId = LOWORD(wParam);
            // –азобрать выбор в меню:
            switch (wmId)
            {
            case IDM_ABOUT:
                DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
                break;
            case IDM_EXIT:
                DestroyWindow(hWnd);
                break;
			case ID_BUTTON_MOVE:
				if (HIWORD(wParam) == BN_CLICKED)
				{
					edit = GetDlgItem(hWnd,ID_EDIT_MOVEX);
					TCHAR X[5];
					TCHAR Y[5];
					GetWindowText(edit, X, 5);
					edit = GetDlgItem(hWnd, ID_EDIT_MOVEY);
					GetWindowText(edit, Y, 5);
					if (wcslen(X) != 0 && wcslen(Y) != 0)
					{
						moveClock(_wtof(X),_wtof(Y));
						InvalidateRect(hWnd, 0, true);
					}
				}
				break;
			case ID_BUTTON_SCALE:
				if (HIWORD(wParam) == BN_CLICKED)
				{
					TCHAR prop[5];
					TCHAR X[5];
					TCHAR Y[5];
					edit = GetDlgItem(hWnd, ID_EDIT_SCALEPROPORTIONS);
					GetWindowText(edit, prop, 5);
					edit = GetDlgItem(hWnd, ID_EDIT_SCALEX);
					GetWindowText(edit, X, 5);
					edit = GetDlgItem(hWnd, ID_EDIT_SCALEY);
					GetWindowText(edit, Y, 5);
					if (wcslen(prop) != 0 && wcslen(X) != 0 && wcslen(Y) != 0)
					{
						scaleClock(_wtof(prop), _wtof(X), _wtof(Y));
						InvalidateRect(hWnd, 0, true);
					}
				}
				break;
			case ID_BUTTON_ROTATE:
				if (HIWORD(wParam) == BN_CLICKED)
				{
					TCHAR X[5];
					TCHAR Y[5];
					TCHAR A[5];
					edit = GetDlgItem(hWnd, ID_EDIT_ROTATEX);
					GetWindowText(edit, X, 5);
					edit = GetDlgItem(hWnd, ID_EDIT_ROTATEY);
					GetWindowText(edit, Y, 5);
					edit = GetDlgItem(hWnd, ID_EDIT_ROTATEANGLE);
					GetWindowText(edit, A, 5);
					if (wcslen(X) != 0 && wcslen(Y) != 0 && wcslen(A) != 0)
					{
						rotateClock(_wtof(X), _wtof(Y), (_wtof(A) / 180.0)*3.14);
						InvalidateRect(hWnd, 0, true);
					}
				}
				break;
			case ID_BUTTON_RESET:
				if (HIWORD(wParam) == BN_CLICKED)
				{
					reset();
					InvalidateRect(hWnd, 0, true);
				}
				break;
            default:
                return DefWindowProc(hWnd, message, wParam, lParam);
            }
        }
        break;
    case WM_PAINT:
        {
            PAINTSTRUCT ps;
            HDC hdc = BeginPaint(hWnd, &ps);
			draw(hdc);
            EndPaint(hWnd, &ps);
        }
        break;
    case WM_DESTROY:
        PostQuitMessage(0);
        break;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
    return 0;
}
Пример #2
0
void demo(MGLDC *dc)
{
	int				numpages,aPage,vPage;
	int				sizex,sizey,bits;
	rect_t			fullView,oldView;
	pixel_format_t	pf;
	palette_t		pal[256];
	MGLDC			*memdc;

	/* The first way to do simple page flipping is using two display
	 * pages for 'double' buffering. The MGL has functions to set the
	 * system into double buffered modes and flip pages for you, so
	 * this method is very easy. We use MGL_doubleBuffer() to change
	 * to double buffered mode and MGL_swapBuffers() to change display
	 * pages.
	 */
	if (!MGL_doubleBuffer(dc))
		MGL_fatalError("Double buffereing not available!");
	mainWindow(dc,"Page Flip Demo");
	statusLine("Method 1: Double buffering with two pages");
	MGL_swapBuffers(dc,true);

	/* Draw to the hidden page */
	mainWindow(dc,"Page Flip Demo");
	statusLine("Method 1: Double buffering with two pages");

	initAnimation();
	do {
		/* Clear the entire display device before drawing the next frame */
		MGL_clearViewport();

		/* Draw the clock at the current location and move it */
		drawClock();
		moveClock();

		/* Swap the display buffers */
		MGL_swapBuffers(dc,true);
		} while (!checkEvent());
	waitEvent();

	/* Return to single buffered mode */
	MGL_singleBuffer(dc);

	/* The second way to use page flipping is with multiple display
	 * pages (3+) to do multi-buffering. Because we are using multiple
	 * display pages, we can turn off the wait for retrace flag when we
	 * swap visual pages. In order for triple buffering to work properly,
	 * we need to be doing a complete re-paint of the screen each frame
	 * without doing a screen clear (otherwise you will see flicker).
	 * Games like Quake and Duke3D repaint the entire frame from top to
	 * bottom without any overdraw, which allows them to use triple
	 * buffering techniques like this. We simulate this here by rendering
	 * to a system buffer and blitting to the screen constantly to achieve
	 * a similar effect for this sample program.
	 *
	 * Note that VBE/Core 3.0 and VBE/AF 2.0 include full support for
	 * hardware triple buffering that can be used to eliminate this problem.
	 * When these standards are ratified, the MGL will be updated to support
	 * this and you will be able to do 'real' triple buffering without
	 * any flicker on the screen.
	 */
	numpages = MGL_maxPage(dc)+1;
	if (numpages < 3)
		return;

	/* Get the display device size, color depth and pixel format so that we
	 * can create a compatible memory device context. Note that we also
	 * need to copy the palette from the display DC to the memory DC.
	 */
	sizex = MGL_sizex(dc);
	sizey = MGL_sizey(dc);
	bits = MGL_getBitsPerPixel(dc);
	MGL_getPixelFormat(dc,&pf);
	if ((memdc = MGL_createMemoryDC(sizex+1,sizey+1,bits,&pf)) == NULL)
		MGL_fatalError(MGL_errorMsg(MGL_result()));
	if (bits == 8) {
		MGL_getPalette(dc,pal,256,0);
		MGL_setPalette(memdc,pal,256,0);
		MGL_realizePalette(memdc,256,0,true);
        }
	MGL_makeCurrentDC(memdc);

	/* Make the fullViewport for the display DC the full screen, as the
	 * above code has changed it to a smaller value.
	 */
	fullView.left = 0;
	fullView.top = 0;
	fullView.right = sizex+1;
	fullView.bottom = sizey+1;
	MGL_setViewportDC(dc,fullView);

	/* Draw the main window display on the memory buffer */
	mainWindow(memdc,"Page Flip Demo");
	statusLine("Method 2: Multi-buffering with 3+ pages");
	initAnimation();
	MGL_setActivePage(dc,aPage = 1);
	MGL_setVisualPage(dc,vPage = 0,false);
	MGL_getViewport(&oldView);
	do {
		/* Clear the fullViewport before drawing the next frame */
		MGL_clearViewport();

		/* Draw the clock at the current location and move it */
		drawClock();
		moveClock();

		/* Copy the memory device to the display device */
		MGL_setViewport(fullView);
		MGL_bitBlt(dc,memdc,fullView,0,0,MGL_REPLACE_MODE);
		MGL_setViewport(oldView);

		/* Swap the hardware display buffers */
		aPage = (aPage+1) % numpages;
		vPage = (vPage+1) % numpages;
		MGL_setActivePage(dc,aPage);
		MGL_setVisualPage(dc,vPage,false);
		} while (!checkEvent());
	waitEvent();
}