[游戏模版7] Win32 最简单贴图

 

>_<:this is the first using mapping.

>_<:There will be introducing how to do:

  • First load bitmap picture return handle give hbmp, as following:
  • hbmp=(HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,600,450,LR_LOADFROMFILE);
  • there "bg.bmp" must put in the project folder!
  • Second if you want draw this picture in the window,I suggest you should create a CompatibleDC, maybe now you don‘t know why do this, the reason is also hard to explane. You just remember doing is better for showing many pictures reducing Flash.
  • hdc=GetDC(hWnd);
  • mdc=CreateCompatibleDC(hdc);
  • Third when you finish upper two steps, you can use SelectObject(mdc,hbmp); give the picture to CompatibleDC mdc
  • Finally just use BitBlt(hdc,0,0,600,450,mdc,0,0,SRCCOPY); copy mdc including to hdc to show in the window.

[游戏模版7] Win32 最简单贴图

[游戏模版7] Win32 最简单贴图
 1 //{{NO_DEPENDENCIES}}
 2 // Microsoft Visual C++ generated include file.
 3 // Used by FE.RC
 4 //
 5 #define IDR_MAINFRAME                    128
 6 #define IDD_FE_DIALOG        102
 7 #define IDD_ABOUTBOX                    103
 8 #define IDS_APP_TITLE                    103
 9 #define IDM_ABOUT                        104
10 #define IDM_EXIT                        105
11 #define IDS_HELLO                        106
12 #define IDI_FE                107
13 #define IDI_SMALL                        108
14 #define IDC_FE                109
15 #define IDC_MYICON                        2
16 #define IDC_STATIC                        -1
17 // Next default values for new objects
18 //
19 #ifdef APSTUDIO_INVOKED
20 #ifndef APSTUDIO_READONLY_SYMBOLS
21 
22 #define _APS_NEXT_RESOURCE_VALUE        129

23 #define _APS_NEXT_COMMAND_VALUE         32771
24 #define _APS_NEXT_CONTROL_VALUE         1000
25 #define _APS_NEXT_SYMED_VALUE           110
26 #endif
27 #endif
resourse.h
[游戏模版7] Win32 最简单贴图
 1 // stdafx.h : include file for standard system include files,
 2 //  or project specific include files that are used frequently, but
 3 //      are changed infrequently
 4 //
 5 
 6 #if !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
 7 #define AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_
 8 
 9 #if _MSC_VER > 1000
10 #pragma once
11 #endif // _MSC_VER > 1000
12 
13 #define WIN32_LEAN_AND_MEAN        // Exclude rarely-used stuff from Windows headers
14 
15 
16 // Windows Header Files:
17 #include <windows.h>
18 
19 // C RunTime Header Files
20 #include <stdlib.h>
21 #include <malloc.h>
22 #include <memory.h>
23 #include <tchar.h>
24 
25 // Local Header Files
26 
27 // TODO: reference additional headers your program requires here
28 
29 //{{AFX_INSERT_LOCATION}}
30 // Microsoft Visual C++ will insert additional declarations immediately before the previous line.
31 
32 #endif // !defined(AFX_STDAFX_H__A9DB83DB_A9FD_11D0_BFD1_444553540000__INCLUDED_)
StdAfx.h

main.cpp

[游戏模版7] Win32 最简单贴图
  1 #include "stdafx.h"
  2 #include "resourse.h"
  3 
  4 #define MAX_LOADSTRING 100
  5 
  6 // Global Variables:
  7 HINSTANCE hInst;                                // current instance
  8 TCHAR szTitle[MAX_LOADSTRING];                                // The title bar text
  9 TCHAR szWindowClass[MAX_LOADSTRING];                                // The title bar text
 10 HBITMAP hbmp;
 11 HDC mdc;
 12 // Foward declarations of functions included in this code module:
 13 ATOM                MyRegisterClass(HINSTANCE hInstance);
 14 BOOL                InitInstance(HINSTANCE, int);
 15 LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
 16 LRESULT CALLBACK    About(HWND, UINT, WPARAM, LPARAM);
 17 void                MyPaint(HDC hdc);
 18 //========================================================================================
 19 int APIENTRY WinMain(HINSTANCE hInstance,
 20                      HINSTANCE hPrevInstance,
 21                      LPSTR     lpCmdLine,
 22                      int       nCmdShow)
 23 {
 24      // TODO: Place code here.
 25     MSG msg;
 26 
 27     MyRegisterClass(hInstance);//调用函数向系统注册窗口类别,输入参数hInstance是目前运行程序的对象代码;
 28 
 29     // 调用InitInstance函数,进行初始化操作;
 30     if (!InitInstance (hInstance, nCmdShow))
 31     {
 32         return FALSE;
 33     }
 34 
 35     // 消息循环(通过消息循环来获取信息,
 36     //进行必要的键盘信息转换而后将控制权交给操作系统,
 37     //有操作系统决定哪个程序的消息处理函数处理消息
 38     while (GetMessage(&msg, NULL, 0, 0)) //获取程序消息
 39     {
 40             TranslateMessage(&msg);//转换伪码及字符
 41             DispatchMessage(&msg);//将控制权交给系统,再有系统决定负责处理消息的程序;
 42     }
 43 
 44     return msg.wParam;
 45 }
 46 //=====================================================================================
 47 
 48 
 49 
 50 //=============================================================================================
 51 //在建立程序窗口实体之前,必须先定义一个窗口类别,其中包含所要建立窗口的信息,
 52 //并向系统注册,这里的MyRegisterClass函数就是进行定义及注册窗口类别的函数。
 53 //==============================================================================================
 54 ATOM MyRegisterClass(HINSTANCE hInstance)
 55 {
 56     WNDCLASSEX wcex;            //申请一个窗口类别“WNDCLASSEX”和结构”wcex“
 57                                 //--------------------------------------------------------------
 58                                 //定义vcex结构的各项信息,其中设定信息处理函数(lpfnWndProc)
 59                                 //为WNDPROC,类别名称为(lpszClassName)为”fe";
 60                                 //--------------------------------------------------------------
 61     wcex.cbSize = sizeof(WNDCLASSEX);
 62 
 63     wcex.style            = CS_HREDRAW | CS_VREDRAW;
 64     wcex.lpfnWndProc    = (WNDPROC)WndProc;
 65     wcex.cbClsExtra        = 0;
 66     wcex.cbWndExtra        = 0;
 67     wcex.hInstance        = hInstance;
 68     wcex.hIcon            = NULL;
 69     wcex.hCursor        = NULL;
 70     wcex.hCursor        = LoadCursor(NULL,IDC_ARROW);
 71     wcex.hbrBackground    = (HBRUSH)(COLOR_WINDOW+1);
 72     wcex.lpszMenuName    = NULL;
 73     wcex.lpszClassName    = "fe";
 74     wcex.hIconSm        = NULL;
 75 
 76     return RegisterClassEx(&wcex);//调用RegisterClassEx函数注册类别,返回一个“ATOM"形态的字符串
 77                                   //此字符串即为类别名称”fe";
 78 }
 79 //============================================================================================
 80 
 81 
 82 //============================================================================================
 83 //按照前面所定义的窗口类别来建立并显示实际的程序窗口
 84 //============================================================================================
 85 BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
 86 {
 87    HWND hWnd;
 88    HDC hdc;
 89    hInst = hInstance; // 把instance handle 储存在全局变量中;
 90 
 91    hWnd = CreateWindow("fe","绘图窗口",WS_OVERLAPPEDWINDOW,
 92       CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
 93                       //-----------------------------------------------
 94                       //调用CreateWindow函数来建立一个窗口对象
 95                       //第一个参数就是窗口建立依据的类别名称
 96                       //-----------------------------------------------
 97    if (!hWnd)
 98    {
 99       return FALSE;
100    }
101    //------------------------------------------------
102    //设定窗口的位置及窗口的大小,然后绘制显示在设备上
103    //-------------------------------------------------
104    MoveWindow(hWnd,10,10,600,450,true);//位置及大小
105    ShowWindow(hWnd, nCmdShow);//改定窗口显示时的状态
106    UpdateWindow(hWnd);//将窗口绘制在显示设备上
107 
108    hdc=GetDC(hWnd);
109    mdc=CreateCompatibleDC(hdc);
110 
111    hbmp=(HBITMAP)LoadImage(NULL,"bg.bmp",IMAGE_BITMAP,600,450,LR_LOADFROMFILE);
112    //名、类型、大小、加载方式;
113    SelectObject(mdc,hbmp);
114 
115    MyPaint(hdc);
116 
117    ReleaseDC(hWnd,hdc);
118 
119 
120    return TRUE;
121 }
122 //============================================================================================
123 
124 
125 //============================================================================================
126 //绘图函数,初始化函数中将图片已经放在mdc中了,现在将mdc再贴在窗口DC上
127 //============================================================================================
128 void MyPaint(HDC hdc)
129 {
130     BitBlt(hdc,0,0,600,450,mdc,0,0,SRCCOPY);//在窗口位置、大小、原图剪切位
131 }
132 //============================================================================================
133 
134 
135 //============================================================================================
136 //在前面定义类别的时候把WndProc定义为消息处理函数(当某些外部消息发生时,会按消息的类型
137 //来决定该如何进行处理。此外该函数也是一个回叫函数(CALLBACK)(windows系统函数)每一个
138 //程序都会接收信息,选择性接受、处理;
139 //============================================================================================
140 LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
141 {
142     PAINTSTRUCT ps;
143     HDC hdc;
144 
145     switch (message)                   //判断消息类型
146     {
147         case WM_PAINT:                //窗口重绘制
148             hdc = BeginPaint(hWnd, &ps);
149             MyPaint(hdc);
150             EndPaint(hWnd, &ps);
151             break;
152         case WM_DESTROY:              //处理窗口结束消息
153             DeleteDC(mdc);
154             DeleteObject(hbmp);
155             PostQuitMessage(0);
156             break;
157         default:
158             return DefWindowProc(hWnd, message, wParam, lParam);
159    }
160    return 0;
161 }
162 //============================================================================================
[游戏模版7] Win32 最简单贴图

 

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[游戏模版7] Win32 最简单贴图

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