创建完全正常的初始对话框后,我在按下加入游戏按钮时创建另一个对话框。该对话框已创建并成功显示,但我无法键入编辑框甚至按下或退出对话框。有谁知道如何解决这个或为什么会发生?我确保通过从应用程序的主循环创建和显示对话框本身不是问题。当我以这种方式创建它时它工作正常。那么为什么从另一个对话框创建时会出错呢? 我的代码如下。
此代码用于每个对话框使用的DLGPROC函数。
#define WIN32_LEAN_AND_MEAN
#include "Windows.h"
#include ".\Controllers\Menu\MenuSystem.h"
#include ".\Controllers\Game Controller\GameManager.h"
#include ".\Controllers\Network\Network.h"
#include "resource.h"
#include "main.h"
using namespace std;
extern GameManager g;
extern bool men;
NET_Socket server;
extern HWND d;
HWND joinDlg;
char ip[64];
void JoinMenu(){
joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), NULL, (DLGPROC)GameJoinDialogPrompt);
SetFocus(joinDlg);
// ShowWindow(joinDlg, SW_SHOW);
ShowWindow(d, SW_HIDE);
}
LRESULT CALLBACK GameJoinDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){
switch(Message){
case WM_COMMAND:{
switch(LOWORD(wParam)){
case IDCONNECT:{
GetDlgItemText(joinDlg, IDC_IP, ip, 63);
if(server.ConnectToServer(ip, 7890, NET_UDP) == NET_INVALID_SOCKET){
LogString("Failed to connect to server! IP: %s", ip);
MessageBox(NULL, "Failed to connect!", "Error", MB_OK);
ShowWindow(joinDlg, SW_SHOW);
break;
}
}
LogString("Connected!");
break;
case IDCANCEL:
ShowWindow(d, SW_SHOW);
ShowWindow(joinDlg, SW_HIDE);
break;
}
break;
}
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return 0;
}
LRESULT CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message, WPARAM wParam, LPARAM lParam){
switch(Message){
case WM_PAINT:{
PAINTSTRUCT ps;
RECT rect;
HDC hdc = GetDC(Dialogwindow);
hdc = BeginPaint(Dialogwindow, &ps);
GetClientRect (Dialogwindow, &rect);
FillRect(hdc, &rect, CreateSolidBrush(RGB(0, 0, 0)));
EndPaint(Dialogwindow, &ps);
break;
}
case WM_COMMAND:{
switch(LOWORD(wParam)){
case IDC_HOST:
if(!NET_Initialize()){
break;
}
if(server.CreateServer(7890, NET_UDP) != 0){
MessageBox(NULL, "Failed to create server.", "Error!", MB_OK);
PostQuitMessage(0);
return -1;
}
ShowWindow(d, SW_HIDE);
break;
case IDC_JOIN:{
JoinMenu();
}
break;
case IDC_EXIT:
PostQuitMessage(0);
break;
default:
break;
}
break;
}
return 0;
}
}
我使用以下代码调用第一个对话框
void EnterMenu(){
// joinDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO), g_hWnd, (DLGPROC)GameJoinDialogPrompt);//
d = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_SELECTMENU), g_hWnd, (DLGPROC)GameMainDialogPrompt);
}
默认情况下,对话框不是DISABLED,默认情况下它们是可见的。一切都设置为在创建时处于活动状态,并且没有代码停用对话框或对话框本身上的项目。
答案 0 :(得分:2)
首先,确保为对话程序编写正确的签名:
INT_PTR CALLBACK DialogProc(HWND hwndDlg, UINT uMsg,
WPARAM wParam, LPARAM lParam);
(见http://msdn.microsoft.com/en-us/library/ms645469(v=VS.85).aspx)
因此,您的对话程序应如下所示:
INT_PTR CALLBACK GameJoinDialogPrompt(HWND Dialogwindow, UINT Message,
WPARAM wParam, LPARAM lParam)
{ /* ... */ }
INT_PTR CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message,
WPARAM wParam, LPARAM lParam)
{ /* ... */ }
然后你应该能够在没有警告或错误的情况下这样做:
void EnterMenu()
{
d = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_SELECTMENU),
g_hWnd, &GameMainDialogPrompt);
// Note the ampersand. Also note that no cast is needed. You should
// not need to use a cast to pass in the address of the function.
}
请参阅http://blogs.msdn.com/oldnewthing/archive/2004/01/15/58973.aspx了解为什么正确使用函数签名非常重要。
话虽这么说,你的joinDlg
应该是一个模态对话框,因为它要求用户提供信息:
void JoinMenu()
{
// DialogBox() creates a modal dialog box. It "blocks" its owner until
// it closes. On the other hand, CreateDialog() creates a non-modal
// dialog box.
joinDlg = DialogBox(g_hInstance, MAKEINTRESOURCE(IDD_GETADDRESSINFO),
d, &GameJoinDialogPrompt);
// Again, note the ampersand and the lack of a cast when passing in
// the address of the dialog procedure. Also, the main dialog box is
// serving as the owner of this dialog box.
}
另请注意,对话框过程与Windows过程不同,如果对话过程处理了消息TRUE
,则它们会返回FALSE
或TRUE
:FALSE
。 。 (有一些“怪异”消息违反了这条规则,但你没有处理这些消息)
所以你的对话程序应该是这样的:
INT_PTR CALLBACK GameMainDialogPrompt(HWND Dialogwindow, UINT Message,
WPARAM wParam, LPARAM lParam)
{
switch(Message)
{
case WM_PAINT:
/* Do painting */
return TRUE; // We handled the paint message
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDC_HOST:
/* Do command */
return TRUE; // We handled this particular command.
case IDC_JOIN:
/* Do command */
return TRUE; // We handled this particular command.
case IDC_EXIT:
/* Do command */
return TRUE; // We handled this particular command.
}
return FALSE; // The command wasn't handled.
}
return FALSE; // The message wasn't handled.
}
对话程序不致电DefWindowProc()
,也不返回0
!
答案 1 :(得分:0)
另外,对于其他优秀的帖子,你也在做愚蠢的事情:
if(server.CreateServer(7890, NET_UDP) != 0){
MessageBox(NULL, "Failed to create server.", "Error!", MB_OK);
PostQuitMessage(0);
在WM_COMMAND处理程序中。这是一段可怕的代码,因为它会停止对话框模态循环而不会禁用它,或者弹出消息框。
如果从不同的窗口(或对话框)消息中调用模态窗口,则必须禁用停顿的窗口。实际上,将Windows HWND传递给MessageBox调用。
答案 2 :(得分:0)
如果所有其他方法都失败了,请重新开始:
在resource.h
:
#define IDD_DIALOG1 101
#define IDD_DIALOG2 102
#define ID_OPEN 1001
#define ID_MESSAGE 1002
在资源文件中:
#include <winres.h>
#include "resource.h"
IDD_DIALOG1 DIALOGEX 0, 0, 300, 200
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER |
WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Main Dialog"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "Open Secondary Dialog", ID_OPEN, 73 ,49, 133, 64
END
IDD_DIALOG2 DIALOGEX 0, 0, 200, 150
STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | DS_CENTER |
WS_POPUP | WS_CAPTION | WS_SYSMENU
CAPTION "Secondary Dialog"
FONT 8, "MS Shell Dlg", 400, 0, 0x1
BEGIN
DEFPUSHBUTTON "Message Box", ID_MESSAGE, 50, 49, 88, 50
END
在源文件中:
#include <windows.h>
#include "resource.h"
INT_PTR CALLBACK SecondaryDialogProc(HWND hwnd, UINT msg,
WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_MESSAGE:
// Show a message box. Note that we're passing in our own HWND into
// the function, so we "block" this dialog box until the user
// dismisses this message box.
::MessageBox(hwnd, "Hello World!", "Greetings", MB_OK);
return TRUE;
}
return FALSE;
case WM_CLOSE:
// Because this is a modal dialog box (we used ::DialogBox()), we
// use ::EndDialog() instead of ::DestroyWindow() to destroy this
// dialog box.
::EndDialog(hwnd, 0);
return TRUE;
}
return FALSE;
}
INT_PTR CALLBACK MainDialogProc(HWND hwnd, UINT msg,
WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
switch(LOWORD(wParam))
{
case ID_OPEN:
// Open a modal dialog box. This will block the main dialog box
// until the secondary dialog box is closed.
::DialogBox(::GetModuleHandle(NULL),
MAKEINTRESOURCE(IDD_DIALOG2), hwnd, &SecondaryDialogProc);
return TRUE;
}
return FALSE;
case WM_CLOSE:
// We close this dialog box with ::DestroyWindow(). This causes the
// WM_DESTROY message to be sent.
::DestroyWindow(hwnd);
return TRUE;
case WM_DESTROY:
// Since the main dialog box is being destroyed, we quit
// the application.
::PostQuitMessage(0);
return TRUE;
}
return FALSE;
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nShowCmd)
{
// Open a non-modal dialog box using ::CreateDialog().
HWND mainDlg = ::CreateDialog(::GetModuleHandle(NULL),
MAKEINTRESOURCE(IDD_DIALOG1), NULL, &MainDialogProc);
// The first ::ShowWindow() call should use nShowCmd.
::ShowWindow(mainDlg, nShowCmd);
MSG msg;
while (::GetMessage(&msg, NULL, 0, 0) > 0)
{
// So our main dialog behaves properly.
if(!::IsDialogMessage(mainDlg, &msg))
{
::TranslateMessage( & msg );
::DispatchMessage( & msg );
}
}
return msg.wParam;
}
在这里,这只是打开主对话框的简单代码,带有一个用于打开另一个对话框的按钮。看看这是否有效,然后添加您的业务逻辑。