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自学教程:C++ AdjustWindowRect函数代码示例

51自学网 2021-06-01 19:45:47
  C++
这篇教程C++ AdjustWindowRect函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中AdjustWindowRect函数的典型用法代码示例。如果您正苦于以下问题:C++ AdjustWindowRect函数的具体用法?C++ AdjustWindowRect怎么用?C++ AdjustWindowRect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AdjustWindowRect函数的29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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: DEBUG_INFO

//------------------------------------------------------------------------------------------------// Name: acquireGraphics// Desc: Implements a robust algorithm to create the Direct3D device//------------------------------------------------------------------------------------------------bool EvidyonClient::createD3DDevice(bool windowed, unsigned int requiredNumberOfBlendMatrices){  // Get the main Direct3D object from the display structure  IDirect3D9* d3d = d3d_;  { // Display the adapter that we are using    D3DADAPTER_IDENTIFIER9 identifier;    if (!APP_WARNING(FAILED(d3d->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &identifier)))("Failed to get adapter information"))      DEBUG_INFO("Using /"%s/"", identifier.Description);  }  // Set up the structure used to create the Direct3D device.  D3DPRESENT_PARAMETERS d3dpp;  ZeroMemory(&d3dpp, sizeof(d3dpp));  // Initialize some parts of the parameters  d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;  d3dpp.EnableAutoDepthStencil = TRUE;  d3dpp.AutoDepthStencilFormat = D3DFMT_D16;  //d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;  d3dpp.BackBufferCount = 1;  //d3dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL;  // Set up the rest of the parameters based on the windowed mode  if (windowed)  {    d3dpp.Windowed = TRUE;		d3dpp.BackBufferWidth  = config_.getSetting("Graphics", "ResolutionX", 800);    d3dpp.BackBufferHeight = config_.getSetting("Graphics", "ResolutionY", 600);    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    // Create the application's window    RECT rc = { 0, 0, d3dpp.BackBufferWidth, d3dpp.BackBufferHeight };    AdjustWindowRect(&rc, WS_POPUPWINDOW|WS_CAPTION, FALSE);    d3dpp.hDeviceWindow = CreateWindow(STRING_WINDOWCLASS,                                       STRING_WINDOWTITLE,                                        WS_POPUPWINDOW|WS_CAPTION|WS_MINIMIZEBOX,                                       50,                                       50,                                       rc.right-rc.left,                                       rc.bottom-rc.top,                                       NULL,                                       NULL,                                       GetModuleHandle(NULL),                                       NULL);  }  else  {    // Get the current display mode (this should always succeed)    D3DDISPLAYMODE displayMode;    if (APP_ERROR(FAILED(d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))("Couldn't get current display mode"))      return false;    // Use the current display mode    d3dpp.Windowed = FALSE;		d3dpp.BackBufferWidth  = config_.getSetting("Graphics", "ResolutionX", (int)displayMode.Width);    d3dpp.BackBufferHeight = config_.getSetting("Graphics", "ResolutionY", (int)displayMode.Height);    switch (config_.getSetting("Graphics", "ColorDepth", 16)) {      default:      case 16: d3dpp.BackBufferFormat = D3DFMT_R5G6B5; break;      case 15: d3dpp.BackBufferFormat = D3DFMT_X1R5G5B5; break;      case 24: d3dpp.BackBufferFormat = D3DFMT_R8G8B8; break;      case 32: d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; break;    }    // Create the application's window    d3dpp.hDeviceWindow = CreateWindow(STRING_WINDOWCLASS, STRING_WINDOWTITLE,                       WS_POPUP, 0, 0, d3dpp.BackBufferWidth, d3dpp.BackBufferHeight,                      NULL, NULL, GetModuleHandle(NULL), NULL);  }  // Make sure a window was created  if (APP_ERROR(d3dpp.hDeviceWindow == NULL)("Unable to create application window"))  {    // Try again in windowed mode if this was fullscreen; otherwise, fail    if (!windowed)      return createD3DDevice(true, requiredNumberOfBlendMatrices);    else      return false;  }  // Should we force the rendering into software mode?  bool forceSoftwareMode = config_.getSetting("Graphics", "ForceSoftwareRendering", 0) == 1;  // Parameters that will be used to create the device  bool createHardwareDevice = !forceSoftwareMode;  // Use D3DCREATE_HARDWARE_VERTEXPROCESSING; otherwise, D3DCREATE_SOFTWARE_VERTEXPROCESSING  bool createPureDevice = false;    // Set the D3DCREATE_PUREDEVICE flag.  Only valid if createHardwareDevice is true.  bool createMixedDevice = false;   // Set the D3DCREATE_MIXED_VERTEXPROCESSING flag.  Only valid if createHardwareDevice is false.  // Get device capabilities so we can determine what kind of device to make  D3DCAPS9 devCaps;  if (!APP_ERROR(FAILED(d3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &devCaps)))("Couldn't get device capibilities"))  {    // Determine whether or not we can use a pure hardware device    createPureDevice = createHardwareDevice && ((devCaps.DevCaps & D3DDEVCAPS_PUREDEVICE) != 0);//.........这里部分代码省略.........
开发者ID:karlgluck,项目名称:Evidyon,代码行数:101,


示例2: WinMain

//-----------------------------------------------------------------------// WinMain//-----------------------------------------------------------------------int APIENTRY WinMain(HINSTANCE _hInstance, HINSTANCE _hPrevInstance, LPSTR _lpCmdLine, int _nCmdShow){	_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);	//_CrtSetBreakAlloc(143430);	new CEngine();	CEngine& engine = CEngine::GetSingleton();	//*/	// Register the window class	WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, APPLICATION_NAME, NULL };	RegisterClassEx(&wc);	// Calcular el tamano de nuestra ventana	RECT rc = {		0, 0, WIDTH, HEIGHT	};	AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);	// Create the application's window	HWND hWnd = CreateWindow(APPLICATION_NAME, APPLICATION_NAME, WS_OVERLAPPEDWINDOW, 100, 100, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, wc.hInstance, NULL);	// A
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