Windows编程-处理键盘事件(1)

主要有下面三种方式访问键盘的消息:(1) WM_CHAR (2) WM_KEYDOWN 和WM_KEYUP (3) GetAsyncKeyState()。

当键盘上的"A”被按下的时候,会产生两种数据: (1) ASCII (2) Scan Code ,扫描码。其中,ASCII码会区分A和a两种不同的形式。 Scan code不会区别他们。首先,我们介绍WM_CHAR的消息。

可以查看MSDN中的描述, http://msdn.microsoft.com/en-us/library/ms646276(v=vs.85).aspx。其中在系统中

#define WM_CHAR 0x0102

WM_CHAR 的消息具有下列参数:

wParam
The character code of the key. (ASCII)

lParam
The repeat count, scan code, extended-key flag, context code, previous key-state flag, and transition-state flag, as shown in the following table.

Bits Meaning
0-15

The repeat count for the current message. The value is the number of times the keystroke is autorepeated as a result of the user holding down the key. If the keystroke is held long enough, multiple messages are sent. However, the repeat count is not cumulative.

16-23 The scan code. The value depends on the OEM.
24

Indicates whether the key is an extended key, such as the right-hand ALT and CTRL keys that appear on an enhanced 101- or 102-key keyboard. The value is 1 if it is an extended key; otherwise, it is 0.

25-28 Reserved; do not use.
29 The context code. The value is 1 if the ALT key is held down while the key is pressed; otherwise, the value is 0.
30 The previous key state. The value is 1 if the key is down before the message is sent, or it is 0 if the key is up.
31 The transition state. The value is 1 if the key is being released, or it is 0 if the key is being pressed.

Return Value

An application should return zero if it processes this message.

下面是一个关于测试WM_CHAR的例子。按下键盘的按钮后,将在console中输出wParam和lParam.

Windows编程-处理键盘事件(1)_第1张图片

// INCLUDES ///
#define WIN32_LEAN_AND_MEAN  // just say no to MFC

#include    // include all the windows headers
#include   // include useful macros
#include   // very important and include WINMM.LIB too!
#include 
#include 
#include 



// DEFINES 

// defines for windows 
#define WINDOW_CLASS_NAME "WINCLASS1"

// GLOBALS 
HWND      main_window_handle = NULL; // globally track main window
HINSTANCE hinstance_app      = NULL; // globally track hinstance

// FUNCTIONS //
LRESULT CALLBACK WindowProc(HWND hwnd, 
                            UINT msg, 
                            WPARAM wparam, 
                            LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT        ps;        // used in WM_PAINT
HDC                hdc;    // handle to a device context
char buffer[80];        // used to print strings

// what is the message 
switch(msg)
    {    
    case WM_CREATE: 
        {
        // do initialization stuff here
        // return success
        return(0);
        } break;

    case WM_CHAR:
         {
         // get the character
         char ascii_code = wparam;
         int key_state = lparam;
    
         // get a graphics context
         hdc = GetDC(hwnd);

         // set the foreground color to green
         SetTextColor(hdc, RGB(0,255,0));
         
         // set the background color to black
         SetBkColor(hdc, RGB(0,0,0));
         
         // set the transparency mode to OPAQUE
         SetBkMode(hdc, OPAQUE);

         // print the ascii code and key state
         sprintf(buffer,"WM_CHAR: Character = %c   ",ascii_code);
         TextOut(hdc, 0,0, buffer, strlen(buffer));

         sprintf(buffer,"Key State = 0X%X  ",key_state);
         TextOut(hdc, 0,16, buffer, strlen(buffer));

         // release the dc back
         ReleaseDC(hwnd, hdc);

         } break;

    case WM_PAINT: 
        {
        // simply validate the window 
           hdc = BeginPaint(hwnd,&ps);     
        
        // end painting
        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 create
HWND       hwnd;     // generic window handle
MSG           msg;         // generic message

// first fill in the window class stucture
winclass.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);

// save hinstance in global
hinstance_app = hinstance;

// register the window class
if (!RegisterClassEx(&winclass))
    return(0);

// create the window
if (!(hwnd = CreateWindowEx(NULL,                  // extended style
                            WINDOW_CLASS_NAME,     // class
                            "WM_CHAR Demo", // title
                            WS_OVERLAPPEDWINDOW | WS_VISIBLE,
                             0,0,      // initial x,y
                            400,300,  // initial width, height
                            NULL,      // handle to parent 
                            NULL,      // handle to menu
                            hinstance,// instance of this application
                            NULL)))    // extra creation parms
return(0);

// save main window handle
main_window_handle = hwnd;

// enter main event loop, but this time we use PeekMessage()
// instead of GetMessage() to retrieve messages
while(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
    // Game_Main(); // or whatever your loop is called
    } // end while

// return to Windows like this
return(msg.wParam);

} // end WinMain

///

转载于:https://www.cnblogs.com/bruce81/archive/2013/02/12/2910320.html

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