本文整理汇总了C++中CreateMainWindow函数的典型用法代码示例。如果您正苦于以下问题:C++ CreateMainWindow函数的具体用法?C++ CreateMainWindow怎么用?C++ CreateMainWindow使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CreateMainWindow函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DT
STDMETHODIMP
CUpgradrToolbar::SetSite(IUnknown *pUnknownSite)
{
DT(TRACE_I(FS(_T("Toolbar[%08X]: SetSite(%08X)"), this, pUnknownSite)));
try {
if (!!pUnknownSite)
{
// attach the window
HWND hMyWindow;
CComPtr<IUnknown> site(pUnknownSite);
CComQIPtr<IOleWindow> window(site);
window->GetWindow(&hMyWindow);
if (!hMyWindow)
{
TRACE_E(FS(_T("Toolbar[%08X]: Cannot retrieve toolbar base window"), this));
return E_FAIL;
}
SubclassWindow(hMyWindow);
// get a WebBrowser reference
CComQIPtr<IServiceProvider> serviceProvider(site);
serviceProvider->QueryService(IID_IWebBrowserApp, IID_IWebBrowser2, (void**)&m_spWebBrowser);
site->QueryInterface(IID_IInputObjectSite, (void**)&m_spSite);
// create main window
CreateMainWindow();
}
}
catch (CUpgradrRuntimeError &ex)
{
HandleError(ex.ErrorMessage());
return E_FAIL;
}
return S_OK;
}
示例2: InitInstance
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
INITCOMMONCONTROLSEX ics; ics.dwSize = sizeof(ics);
ics.dwICC = ICC_WIN95_CLASSES;
InitCommonControlsEx(&ics);
#if !defined(PRODUCT)
DebugLogClear();
#endif
Settings_Init();
//Joystick_Init();
//Joystick_SelectJoystick(Settings_GetJoystick());
if (!Emulator_Init())
return FALSE;
int conf = Settings_GetConfiguration();
//if (conf == 0) //TODO
if (!Emulator_InitConfiguration((NeonConfiguration)conf))
return FALSE;
Emulator_SetSound(Settings_GetSound());
if (!CreateMainWindow())
return FALSE;
return TRUE;
}
示例3: WinMain
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
{
MSG msg = {0};
// Create the Main Window
CreateMainWindow(hInstance, iCmdShow);
// Initialize Everything!
if(!Game::GetInstance()->Initialize(g_hwnd,hInstance))
return E_FAIL;
while (WM_QUIT != msg.message)
{
if(PeekMessage(&msg, g_hwnd, 0, 0, PM_REMOVE))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
else
{
Game::GetInstance()->Tick();
}
}
UnregisterClass( szAppName, wndclassex.hInstance );
return msg.wParam;
}
示例4: WinMain
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
MSG msg; /* Application messages are saved here */
hInstance = hInst;
hwndMain = CreateMainWindow();
if (!hwndMain)
{
MessageBox(NULL, "Unable to create window", "pTrans",
MB_OK|MB_ICONSTOP);
}
/* Set the WS_EX_LAYERED style */
SetWindowLong(hwndMain, GWL_EXSTYLE, GetWindowLong(hwndMain, GWL_EXSTYLE) |
WS_EX_LAYERED);
/* Make the window 60% alpha */
SetLayeredWindowAttributes(hwndMain, 0, (255 * 60) / 100, LWA_ALPHA);
/* Show the window */
ShowWindow(hwndMain, nCmdShow);
/* Get message from the message queue */
while (GetMessage (&msg, NULL, 0, 0))
{
/* Translates virtual key messages to character messages */
TranslateMessage(&msg);
/* Sends message to the window proc */
DispatchMessage(&msg);
}
/* Return value, 0 if WM_QUIT message posted */
return msg.wParam;
}
示例5: WinMain
//=============================================================================
// Starting point for a Windows application
//=============================================================================
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
// Create the main window
if (!CreateMainWindow(hInstance, nCmdShow))
return false;
for (int i = 0; i<256; i++) // initialize virtual key array
vkKeys[i] = false;
// main message loop
int done = 0;
while (!done)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
//look for quit message
if (msg.message == WM_QUIT)
done = 1;
//decode and pass messages on to WinProc
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return msg.wParam;
}
示例6: main
/* fonction principale */
int main(int argc,char *argv[])
{
Window window;
Display *display;
Visual *visual;
XEvent event;
XImage *ximage;
GC gc;
int process_fils;
int depth,done;
long event_mask;
char buffer;
/* creation de la fenetre de l'application */
CreateMainWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Pong");
/* recuperation des variables */
window=GetAppWindow();
display=GetAppDisplay();
/* affichage de la fenetre */
XMapWindow(display,window);
while(TRUE)
Pong();
return 0;
}
示例7: WinMain
//=============================================================================
// Starting point for a Windows application
// Parameters are:
// hInstance - 현재 어플 인스턴스
// hPrevInstance - 항상 NULL, 그냥 구색용 매개변수
// lpCmdLine - pointer to null-terminated string of command line arguments
// nCmdShow - specifies how the window is to be shown
//=============================================================================
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
// 윈도우 생성
if (!CreateMainWindow(hInstance, nCmdShow))
return false;
// 메인 메세지 룹
int done = 0;
while (!done)
{
// PeekMessage is a non-blocking method for checking for Windows messages.
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// look for quit message
if (msg.message == WM_QUIT)
done = 1;
//메세지 디코딩
TranslateMessage(&msg);
// 메세지를 WinProc 콜백으로 전달
DispatchMessage(&msg);
}
}
return msg.wParam;
}
示例8: MiniGUIMain
int MiniGUIMain (int args, const char* arg[])
{
HWND hMainWnd;
MSG Msg;
MAINWINCREATE CreateInfo;
DoSysCmd("date >> CurrentVer");
DoSysCmd("echo \""PROVER"\" >> CurrentVer");
init();
InitCreateInfo (&CreateInfo);
hMainWnd = CreateMainWindow (&CreateInfo);
if (hMainWnd == HWND_INVALID)
return -1;
ShowWindow (hMainWnd, SW_SHOWNORMAL);
SetCursorPos (805, 605) ;
while ( GetMessage (&Msg, hMainWnd) )
{
TranslateMessage (&Msg);
DispatchMessage (&Msg);
}
I_DEV_IOBoard_Exit();
MainWindowThreadCleanup (hMainWnd);
system_close();
exit(0);
return 0;
}
示例9: azAssert
//----------------------------------------------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------------------------------------------
void azMain::Run(azIApplication& a_rApplication)
{
azAssert(s_pMainInstance != NULL, "Static Main instance is not properly set");
CreateMainWindow();
a_rApplication.Initialize();
m_bIsExitRequested = false;
MSG oMessage;
while (!m_bIsExitRequested)
{
if (PeekMessage(&oMessage, NULL, 0, 0, PM_REMOVE))
{
// Handling Windows messages
TranslateMessage(&oMessage);
DispatchMessage(&oMessage);
}
else
{
// Update scene
a_rApplication.Update();
}
}
a_rApplication.Terminate();
DestroyMainWindow();
}
示例10: WinMain
/************************************************************************
* Ponto inicial para uma aplicacao Windows
* Os parametros sao:
* hInstance - aponta a instancia da aplicacao
* hPrevInstance - sempre NULL parametro ja obsoleto
* lpCmdLine - ponteiro para uma string null-terminated contendo os parametros de linha de comando
* nCmdShow - determina como a janela deve ser exibida
*
* Gilson Cavalcanti - [email protected]
************************************************************************/
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
MSG msg;
// Verifica se ja existe uma outra instancia desta aplicacao
if (OutraInstancia())
return false;
// Cria a janela
if (!CreateMainWindow(hInstance, nCmdShow))
return false;
// Main message loop
int done = 0;
while (!done) {
// Faz um teste sem bloquear a execucao para escutar mensagens do Windows
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
// Se ouviu uma mensagem de quit
if (msg.message == WM_QUIT)
done = 1;
// Decodifica e passa mensagens para o WinProc
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
return msg.wParam;
}
示例11: InitInstance
//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE /*hInstance*/, int /*nCmdShow*/)
{
INITCOMMONCONTROLSEX ics; ics.dwSize = sizeof(ics);
ics.dwICC = ICC_WIN95_CLASSES;
InitCommonControlsEx(&ics);
#if !defined(PRODUCT)
DebugLogClear();
#endif
Settings_Init();
ParseCommandLine(); // Override settings by command-line option if needed
if (!Emulator_Init())
return FALSE;
WORD conf = (WORD) Settings_GetConfiguration();
if (conf == 0) conf = EMU_CONF_NEMIGA303;
if (!Emulator_InitConfiguration(conf))
return FALSE;
Emulator_SetSound(Settings_GetSound());
Emulator_SetSpeed(Settings_GetRealSpeed());
if (!CreateMainWindow())
return FALSE;
return TRUE;
}
示例12: CreateMainWindow
C3DConnexion::C3DConnexion(HINSTANCE hInst, HWND hWnd)
{
HRESULT hr;
CComPtr<IUnknown> p3DxDevice;
CComPtr<ISimpleDevice> p3DxSimpleDevice;
m_ValidFlag = FALSE;
m_hParentWnd = hWnd;
CreateMainWindow(hInst, 0, 0, 100, 100, "3DConnexion.cpp");
hr = CoInitializeEx(NULL, COINIT_APARTMENTTHREADED);
hr = p3DxDevice.CoCreateInstance(__uuidof(Device));
if (SUCCEEDED(hr))
{
hr = p3DxDevice.QueryInterface(&p3DxSimpleDevice);
if (SUCCEEDED(hr)) {
m_3DSensor = p3DxSimpleDevice->Sensor;
m_3DKeyboard = p3DxSimpleDevice->Keyboard;
p3DxSimpleDevice->LoadPreferences(_T("3DMouse Controller"));
p3DxSimpleDevice->Connect();
m_ValidFlag = TRUE;
}
}
}
示例13: CreateCounterDialog
int CreateCounterDialog(HWND hWnd)
{
MSG Msg;
HWND hcwd;
MAINWINCREATE CreateInfo;
#ifdef _LITE_VERSION
SetDesktopRect(0, 0, 1024, 768);
#endif
CreateInfo.dwStyle = WS_VISIBLE | WS_BORDER | WS_CAPTION;
CreateInfo.dwExStyle = WS_EX_NONE;
CreateInfo.spCaption = MSG_CALCULATION;
CreateInfo.hMenu = 0;
CreateInfo.hCursor = GetSystemCursor(0);
CreateInfo.hIcon = 0;
CreateInfo.MainWindowProc = CounterDialogProc;
CreateInfo.lx = 0;
CreateInfo.ty = 0;
CreateInfo.rx = 320;
CreateInfo.by = 240;
CreateInfo.iBkColor = COLOR_lightwhite;
CreateInfo.dwAddData = 0;
CreateInfo.hHosting = hWnd;
hcwd = CreateMainWindow(&CreateInfo);
ShowWindow(hcwd, SW_SHOWNORMAL);
while (GetMessage(&Msg, hcwd)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
MainWindowThreadCleanup(hcwd);
return 0;
}
示例14: CreateMainWindowAndReturnExitCodeWhenItCloses
int CreateMainWindowAndReturnExitCodeWhenItCloses( const HINSTANCE i_thisInstanceOfTheProgram, const int i_initialWindowDisplayState )
{
// Try to create the main window
if ( CreateMainWindow( i_thisInstanceOfTheProgram, i_initialWindowDisplayState ) )
{
if (Gameplay::Initialize(s_mainWindow))
{
// If the main window was successfully created wait for it to be closed
const int exitCode = WaitForMainWindowToCloseAndReturnExitCode(i_thisInstanceOfTheProgram);
Gameplay::Shutdown();
return exitCode;
}
else
{
//Our game code failed to initialize. Return a made-up error code
return -2;
}
}
else
{
// If the main window wasn't created return a made-up error code
return -1;
}
}
示例15: WinMain
//=============================================================================
// Starting point for a Windows application
//=============================================================================
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
// Check for memory leak if debug build
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
runtimeLog.open("log.txt");
MSG msg;
// Create the game, sets up message handler
game = new Grpg;
// Create the window
if (!CreateMainWindow(hwnd, hInstance, nCmdShow))
return 1;
try{
game->initialize(hwnd); // throws GameError
// main message loop
int done = 0;
while (!done)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// look for quit message
if (msg.message == WM_QUIT)
done = 1;
// decode and pass messages on to WinProc
TranslateMessage(&msg);
DispatchMessage(&msg);
} else
game->run(hwnd); // run the game loop
}
SAFE_DELETE (game); // free memory before exit
return msg.wParam;
}
catch(const GameError &err)
{
game->deleteAll();
DestroyWindow(hwnd);
MessageBox(NULL, err.getMessage(), "Error", MB_OK);
}
catch(exception e)
{
game->deleteAll();
DestroyWindow(hwnd);
MessageBox(NULL, "Unknown error occured in game.", "Error", MB_OK);
}
SAFE_DELETE (game); // free memory before exit
runtimeLog.close();
return 0;
}