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c++ - 重建后 Win32 Paint Text 仍然存在

转载 作者:太空宇宙 更新时间:2023-11-04 14:12:28 25 4
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在为我的 Windows 类制作完包装器后,我用一些文本进行了测试以确保一切正常。但是,无论我删除或注释掉文本“This is a test!!!!”,在运行程序时,它仍然在可执行文件运行期间保留在那里。

LRESULT CALLBACK WinMsgHandler(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_PAINT:
PAINTSTRUCT ps;
HDC hdc;

//hdc = BeginPaint(hwnd, &ps);

//TextOut(hdc, 0, 0, L"This is a TEST!!!", 17);

//EndPaint(hwnd, &ps);
break;
case WM_DESTROY:
bWindowClosed = TRUE;
break;
case WM_CREATE:
MessageBox(NULL, L"Create", L"test", MB_OK);
break;
default:
return CBaseWindow::WinMsgHandler(hwnd, uMsg, wParam, lParam);
}

return 0;
};

编辑:

这是 winmain 源文件。我觉得这与我将所有内容括起来的方式有关。 CDerivedWindow 是一个包装类,用于封装大部分窗口初始化过程。

int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{

CDerivedWindow mainWnd(hInstance);

WNDCLASSEX wcx;

// Fill in the window class structure with default parameters
wcx.cbSize = sizeof(WNDCLASSEX); // size of structure
wcx.style = CS_HREDRAW | CS_VREDRAW; // redraw if size changes
wcx.lpfnWndProc = CBaseWindow::stWinMsgHandler; // points to window procedure
wcx.cbClsExtra = 0; // no extra class memory
wcx.cbWndExtra = 0; // no extra window memory
wcx.hInstance = hInstance; // handle to instance
wcx.hIcon = LoadIcon(NULL, IDI_APPLICATION); // predefined app. icon
wcx.hCursor = LoadCursor(NULL, IDC_ARROW); // predefined arrow
wcx.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); // white background brush
wcx.lpszMenuName = NULL; // name of menu resource
wcx.lpszClassName = L"True Wild"; // name of window class
wcx.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // small class icon

initSprites();

// register the window
if (mainWnd.RegisterWindow(&wcx))
{
DWORD dwError = 0;
DWORD dwStyle = WS_OVERLAPPEDWINDOW | WS_VISIBLE;
RECT rc;

rc.top = 100;
rc.left = 100;
rc.right = SCREEN_WIDTH;
rc.bottom = SCREEN_HEIGHT;

// create the window and start the message loop
// we will get kicked out of the message loop when the window closes
if (mainWnd.Create(dwStyle, &rc))
{
// message loop
MSG msg;


//game Loop
while (TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// Translate the message and dispatch it to WindowProc()
TranslateMessage(&msg);
DispatchMessage(&msg);

if (mainWnd.IsWindowClosed())
return 0;

}


//Run game code
render();
}
return 0;
}
else
return -1;
}
else
return -2;

return 0;
}

编辑答案 1:

// the message handler for this window
LRESULT CALLBACK WinMsgHandler(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_DESTROY:
bWindowClosed = TRUE;
break;
default:
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}

return DefWindowProc(hwnd, uMsg, wParam, lParam);
};

最佳答案

如果您不处理 WM_PAINT,则应将其传递给 DefWindowProc() 以验证客户区并重新绘制窗口。

看起来你正在打破 switch/case 并返回 0。我会替换:

return 0;

return DefWindowProc(hwnd, uMsg, wParam, lParam);

关于c++ - 重建后 Win32 Paint Text 仍然存在,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13537695/

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