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谁知道,winmm.lib—windows多媒体库扩展。请把该文件位于你的编译器的lib\目录下。是什么意思哦?
谁能告诉我这下边的程序怎么才能编译通过哦?
DEMO3_2RES.H文件:
// defines for sound id's
#define SOUND_ID_CREATE 1
#define SOUND_ID_MUSIC 2
// defines for icons
#define ICON_T3DX 500
// defines for cursors
#define CURSOR_CROSSHAIR 600
DEMO3_2.RC文件:
#include "DEMO3_2RES.H"
// the sound resources
SOUND_ID_CREATE WAVE create.wav
SOUND_ID_MUSIC WAVE techno.wav
// icon resources
ICON_T3DX ICON T3DX.ICO
// cursor resources
CURSOR_CROSSHAIR CURSOR CROSSHAIR.CUR
DEMO3_2.CPP文件:
// DEMO3_2.CPP - Loading .WAV resources
// INCLUDES ///////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN // just say no to MFC
#include <windows.h> // include all the windows headers
#include <windowsx.h> // include useful macros
#include <mmsystem.h> // very important and include WINMM.LIB too!
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "DEMO3_2RES.H"
// 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
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
// play the create sound once
PlaySound(MAKEINTRESOURCE(SOUND_ID_CREATE), hinstance_app, SND_RESOURCE | SND_SYNC);
// play the music in loop mode
PlaySound(MAKEINTRESOURCE(SOUND_ID_MUSIC), hinstance_app, SND_RESOURCE | SND_ASYNC | SND_LOOP);
// return success
return(0);
} break;
case WM_PAINT:
{
// simply validate the window
hdc = BeginPaint(hwnd,&ps);
// you would do all your painting here
EndPaint(hwnd,&ps);
// return success
return(0);
} break;
case WM_DESTROY:
{
// stop the sounds first
PlaySound(NULL, hinstance_app, SND_PURGE);
// 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(hinstance, MAKEINTRESOURCE(ICON_T3DX));
winclass.hCursor = LoadCursor(hinstance, MAKEINTRESOURCE(CURSOR_CROSSHAIR));
winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winclass.lpszMenuName = NULL;
winclass.lpszClassName = WINDOW_CLASS_NAME;
winclass.hIconSm = LoadIcon(hinstance, MAKEINTRESOURCE(ICON_T3DX));
// 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
"Sound Resource Demo", // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,0, // initial x,y
400,400, // 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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