Our program should have a menu to set some options. Firstly we need to create our menu in the resource file:
我们的程序应该有一个菜单来设置一些选项。首先,我们需要在资源文件中创建我们的菜单。
5.1 - Creating a menu创建菜单A menu is fairly easy to make in your resource file. If you take a look at the resource text below you will see it's self explaining. Popup menus are menus that have submenus, a menuitem is just a menuitem with an associated ID. These IDs will be defined and can be used in your program to find out which menu item the user clicked on. Finally, the ampersands (&) will underline the character the precede, indicating a shortkey can be used.
在你的资源文件中,很容易就可以创建一个菜单。如果你看一看下面的资源文本,你会看到它是其意自明的。Popup(弹出)菜单是有子菜单的菜单,一个菜单项仅是一个有关联ID的菜单项。这些ID将被定义而且可以被用于你的程序来找出用户点击的是哪个菜单项。最后,&号会下划线首字母,表示它可以使用快捷键。
Add this below the ICON definitions:
添加下面的ICON 定义:
MAINMENU MENU DISCARDABLE
BEGIN
POPUP "&File"
BEGIN
MENUITEM "&New Game", MI_NEWGAME
MENUITEM "&Open Bitmap ", MI_OPENBITMAP
POPUP "&Difficulty"
BEGIN
MENUITEM "&Easy", MI_EASY
MENUITEM "&Medium", MI_MEDIUM
MENUITEM "&Hard", MI_HARD
END
END
POPUP "&Picture"
BEGIN
MENUITEM "Use &standard picture", MI_USESTANDARD
MENUITEM "Use &numbers", MI_USENUMBERS
MENUITEM "Use &bitmap file", MI_USEFILE
END
POPUP "&Colors"
BEGIN
MENUITEM "&Blue color scheme", MI_COLORBLUE
MENUITEM "&Red color scheme", MI_COLORRED
MENUITEM "&Green color scheme", MI_COLORGREEN
MENUITEM "&Ugly color scheme", MI_COLORUGLY
END
POPUP "&Help"
BEGIN
MENUITEM "&About", MI_ABOUT
END
END
Add this below the icon defines (before the code above!):
添加下面的菜单项定义(在前面的代码前!)
#define MAINMENU 301
#define MI_NEWGAME 101
#define MI_OPENBITMAP 102
#define MI_EASY 103
#define MI_MEDIUM 104
#define MI_HARD 105
#define MI_USESTANDARD 106
#define MI_USENUMBERS 107
#define MI_USEFILE 108
#define MI_COLORBLUE 109
#define MI_COLORRED 110
#define MI_COLORGREEN 111
#define MI_COLORUGLY 112
#define MI_ABOUT 113
Now you'll have to convert the C definitions to asm equates:
现在我们必须把C定义翻译为asm:
MAINMENU equ 301
MI_NEWGAME equ 101
MI_OPENBITMAP equ 102
MI_EASY equ 103
MI_MEDIUM equ 104
MI_HARD equ 105
MI_USESTANDARD equ 106
MI_USENUMBERS equ 107
MI_USEFILE equ 108
MI_COLORBLUE equ 109
MI_COLORRED equ 110
MI_COLORGREEN equ 111
MI_COLORUGLY equ 112
MI_ABOUT equ 113
When you've converted them, place them in mosaic.inc.
在你翻译完它们后,把它们放入mosaic.inc中。
The resource file and mosaic inc should now look like this: res1.zip
资源和mosaic.inc文件应该和这个一样:res1.zip
5.3 - Adding the menu to your window把菜单加入你的窗口
[in your .data? section]
[在你的.data?部分]
hMenu dd ?
[in your .code section]
[在你的.code部分]
......
invoke RegisterClassEx, addr wc ;AFTER THIS LINE!
invoke LoadMenu, hInstance, MAINMENU ;load menu
mov hMenu, eax ;store handle
INVOKE CreateWindowEx,NULL,ADDR ClassName,ADDR AppName,\
WS_OVERLAPPEDWINDOW-WS_MAXIMIZEBOX-WS_SIZEBOX,\
CW_USEDEFAULT, CW_USEDEFAULT,258,350,NULL,hMenu,\ ;!!!!
hInst,NULL
;NOTE: notice addition of the hMenu parameter
; in the CreateWindowEx call.
......
The hMenu is added to the uninitialized data section to hold the menu handle when it's loaded. LoadMenu will load a menu resource from the instance hInstance (mosaic.exe) with a certain ID (MAINMENU). The handle is stored with 'mov hMenu, eax', then the handle is passed to CreateWindowEx to create a window with a menu. After you have run make.bat you should have a main window with a menu (that does nothing):
HMenu被加入未初始化data部分来在菜单载入后保存菜单句柄。LoadMenu会从实例hInstance(mosaic.exe)中用某个ID(MAINMENU)载入菜单。句柄用‘mov hMenu, eax’保存,然后句柄传递给CreateWindowEx来创建一个有菜单的窗口。在你运行了make.bat之后,你应当有了一个带菜单的主窗口(它什么也不干):
Your source file should look like this now: mosaic.asm
现在你的资源文件应该是这样:mosaic.asm
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