WM_CHAR 获取键盘按下的字符

// DEMO3_11.CPP - WM_CHAR demo

// 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; //获取按下的ASCII码
         unsigned int key_state = lparam; //获取按下的键状态
   
         // 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));//输入

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

         // 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

///

 

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