在窗口标题和消息框中显示错误的语言:win32 应用程序,opengl

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【中文标题】在窗口标题和消息框中显示错误的语言:win32 应用程序,opengl【英文标题】:Showing Wrong Language in window title and messagebox : win32 application, opengl 【发布时间】:2014-11-04 07:51:23 【问题描述】:

我试图在 Visual Studio 2013 中使用 opengl 和 win32 应用程序创建一个基本窗口。 除了窗口标题和消息框中的消息没有显示英文外,一切正常。我的代码如下:

#include "stdafx.h"
#include "ThesisProject.h"

#define MAX_LOADSTRING 100

// ================================= Variable Region : All the global variables will be declared here with categorization =========================== //

TCHAR szTitle[MAX_LOADSTRING];
TCHAR szWindowClass[MAX_LOADSTRING];
HDC hDC = NULL;    // Private GDI Device Context. GDI : http://en.wikipedia.org/wiki/Graphics_Device_Interface
HWND hWnd = NULL; // holds our window handle. 
HINSTANCE hInstance; // holds the instance of the application
HGLRC hRC = NULL; // Permanent Rendering Context

bool keys[256]; // Array Used for the keyboard routine. this will help us to track multiple key press, like : "Ctrl + s"
bool active = TRUE; // window active flag. set to true by default. 
bool fullscreen = TRUE; // fullscreen flag. set to true by default. indicates whether the screen should be windowed or fullscreen.

// ================================================================================================================================================== //

// ================================ Function prototype declaration region : all the function prototype declaration will go here. ====================== //

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // a call back function to process window action.

int InitGL(GLvoid); // this function is used for setting up opengl components.
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag); // creates the window.
int DrawGLScene(GLvoid); // this is where all the drawing goes.
GLvoid ReSizeGLScene(GLsizei width, GLsizei height); // this function is used to handle the properties when the window is resized when full screen mode is not used.
GLvoid KillGLWindow(GLvoid); // this function is called before closing the window.

// =================================================================================================================================================== //

// this function is the entry point of this project . what ever this program does, it starts from here.
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPTSTR    lpCmdLine,
_In_ int       nCmdShow)

    MSG msg;                                // Windows Message Structure
    BOOL    done = FALSE;                         // Bool Variable To Exit Loop

    // Create Our OpenGL Window
    if (!CreateGLWindow("OpenGL Testing", 640, 480, 16, fullscreen))
    
        return 0;                           // Quit If Window Was Not Created
    

    while (!done)                                // Loop That Runs Until done=TRUE
    
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))           // Is There A Message Waiting?
        
            if (msg.message == WM_QUIT)               // Have We Received A Quit Message?
            
                done = TRUE;                  // If So done=TRUE
            
            else                            // If Not, Deal With Window Messages
            
                TranslateMessage(&msg);             // Translate The Message
                DispatchMessage(&msg);              // Dispatch The Message
            
        
        else                                // If There Are No Messages
        
            // Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
            if (active)                     // Program Active?
            
                if (keys[VK_ESCAPE])                // Was ESC Pressed?
                
                    done = TRUE;              // ESC Signalled A Quit
                
                else                        // Not Time To Quit, Update Screen
                
                    DrawGLScene();              // Draw The Scene
                    SwapBuffers(hDC);           // Swap Buffers (Double Buffering)
                
            
            if (keys[VK_F1])                    // Is F1 Being Pressed?
            
                keys[VK_F1] = FALSE;              // If So Make Key FALSE
                KillGLWindow();                 // Kill Our Current Window
                fullscreen = !fullscreen;             // Toggle Fullscreen / Windowed Mode
                // Recreate Our OpenGL Window
                if (!CreateGLWindow("Aqib", 640, 480, 16, fullscreen))
                
                    return 0;               // Quit If Window Was Not Created
                
            
        
    
    // Shutdown
    KillGLWindow();                             // Kill The Window
    return (msg.wParam);                            // Exit The Program


// this function is used to initialize all the opengl components.
int InitGL(GLvoid)
    glShadeModel(GL_SMOOTH);               // enabling smooth shader
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);  // black background

    glClearDepth(1.0f);                    // depth buffer setup
    glEnable(GL_DEPTH_TEST);               // enable depth testing
    glDepthFunc(GL_LEQUAL);                // the type of depth test to do

    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);     // really nice perspective calculations
    return TRUE;                           // initialization went ok


// this function creates and registers the window to the OS.
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
    GLuint      PixelFormat;                        // Holds The Results After Searching For A Match

    WNDCLASS    wc;                         // Windows Class Structure

    DWORD       dwExStyle;                      // Window Extended Style
    DWORD       dwStyle;                        // Window Style

    RECT WindowRect;                            // Grabs Rectangle Upper Left / Lower Right Values
    WindowRect.left = (long)0;                        // Set Left Value To 0
    WindowRect.right = (long)width;                       // Set Right Value To Requested Width
    WindowRect.top = (long)0;                         // Set Top Value To 0
    WindowRect.bottom = (long)height;                     // Set Bottom Value To Requested Height

    fullscreen = fullscreenflag;                      // Set The Global Fullscreen Flag

    hInstance = GetModuleHandle(NULL);            // Grab An Instance For Our Window
    wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;       // Redraw On Move, And Own DC For Window
    wc.lpfnWndProc = (WNDPROC)WndProc;                // WndProc Handles Messages
    wc.cbClsExtra = 0;                        // No Extra Window Data
    wc.cbWndExtra = 0;                        // No Extra Window Data
    wc.hInstance = hInstance;                    // Set The Instance
    wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);          // Load The Default Icon
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);          // Load The Arrow Pointer
    wc.hbrBackground = NULL;                     // No Background Required For GL
    wc.lpszMenuName = NULL;                     // We Don't Want A Menu
    wc.lpszClassName = (LPCWSTR)"OpenGLTesting";                 // Set The Class Name

    if (!RegisterClass(&wc))                        // Attempt To Register The Window Class
    
        MessageBox(NULL, (LPCWSTR)"Failed To Register The Window Class.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Exit And Return FALSE
    

    if (fullscreen)                             // Attempt Fullscreen Mode?
        DEVMODE dmScreenSettings;                   // Device Mode
        memset(&dmScreenSettings, 0, sizeof(dmScreenSettings));       // Makes Sure Memory's Cleared
        dmScreenSettings.dmSize = sizeof(dmScreenSettings);       // Size Of The Devmode Structure
        dmScreenSettings.dmPelsWidth = width;            // Selected Screen Width
        dmScreenSettings.dmPelsHeight = height;           // Selected Screen Height
        dmScreenSettings.dmBitsPerPel = bits;             // Selected Bits Per Pixel
        dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

        // Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
       if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
            // If The Mode Fails, Offer Two Options.  Quit Or Run In A Window.
            fullscreen = FALSE;
       
    

    if (fullscreen)                             // Are We Still In Fullscreen Mode?
        dwExStyle = WS_EX_APPWINDOW;                  // Window Extended Style
        dwStyle = WS_POPUP;                       // Windows Style
        ShowCursor(TRUE);                      // Hide Mouse Pointer
    
    else
        dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window Extended Style
        dwStyle = WS_OVERLAPPEDWINDOW;                    // Windows Style
    

    AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);     // Adjust Window To True Requested Size

    if (!(hWnd = CreateWindowEx(dwExStyle,              // Extended Style For The Window
        (LPCWSTR)"OpenGLTesting",               // Class Name
        (LPCWSTR)title,                  // Window Title
        WS_CLIPSIBLINGS |           // Required Window Style
        WS_CLIPCHILDREN |           // Required Window Style
        dwStyle,                // Selected Window Style
        0, 0,                   // Window Position
        WindowRect.right - WindowRect.left,   // Calculate Adjusted Window Width
        WindowRect.bottom - WindowRect.top,   // Calculate Adjusted Window Height
        NULL,                   // No Parent Window
        NULL,                   // No Menu
        hInstance,              // Instance
        NULL)))
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Window Creation Error.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;
    

    static  PIXELFORMATDESCRIPTOR pfd =                  // pfd Tells Windows How We Want Things To Be
    
        sizeof(PIXELFORMATDESCRIPTOR),                  // Size Of This Pixel Format Descriptor
        1,                              // Version Number
        PFD_DRAW_TO_WINDOW |                        // Format Must Support Window
        PFD_SUPPORT_OPENGL |                        // Format Must Support OpenGL
        PFD_DOUBLEBUFFER,                       // Must Support Double Buffering
        PFD_TYPE_RGBA,                          // Request An RGBA Format
        bits,                               // Select Our Color Depth
        0, 0, 0, 0, 0, 0,                       // Color Bits Ignored
        0,                              // No Alpha Buffer
        0,                              // Shift Bit Ignored
        0,                              // No Accumulation Buffer
        0, 0, 0, 0,                         // Accumulation Bits Ignored
        16,                             // 16Bit Z-Buffer (Depth Buffer)
        0,                              // No Stencil Buffer
        0,                              // No Auxiliary Buffer
        PFD_MAIN_PLANE,                         // Main Drawing Layer
        0,                              // Reserved
        0, 0, 0                             // Layer Masks Ignored
    ;

    if (!(hDC = GetDC(hWnd)))                         // Did We Get A Device Context?
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Can't Create A GL Device Context.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Return FALSE
    

    if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))             // Did Windows Find A Matching Pixel Format?
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Can't Find A Suitable PixelFormat.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Return FALSE
    

    if (!SetPixelFormat(hDC, PixelFormat, &pfd))               // Are We Able To Set The Pixel Format?
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Can't Set The PixelFormat.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Return FALSE
    

    if (!(hRC = wglCreateContext(hDC)))                   // Are We Able To Get A Rendering Context?
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Can't Create A GL Rendering Context.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Return FALSE
    

    if (!wglMakeCurrent(hDC, hRC))                        // Try To Activate The Rendering Context
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Can't Activate The GL Rendering Context.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Return FALSE
    

    ShowWindow(hWnd, SW_SHOW);                       // Show The Window
    SetForegroundWindow(hWnd);                      // Slightly Higher Priority
    SetFocus(hWnd);                             // Sets Keyboard Focus To The Window
    ReSizeGLScene(width, height);                       // Set Up Our Perspective GL Screen

    if (!InitGL())                              // Initialize Our Newly Created GL Window
    
        KillGLWindow();                         // Reset The Display
        MessageBox(NULL, (LPCWSTR)"Initialization Failed.", (LPCWSTR)"ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                           // Return FALSE
    

    return TRUE;                                // Success



// this function is used to draw objects in the scene.
int DrawGLScene(GLvoid)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);         // Clear The Screen And The Depth Buffer
    glLoadIdentity();                           // Reset The Current Modelview Matrix
    glTranslatef(-1.5f, 0.0f, -6.0f);            // Move into space 6 units and -1.5 to the left
    glColor3f(0.0f, 0.0f, 1.0f);
    glBegin(GL_TRIANGLES);                      // Begin drawing triagle
    glColor3f(0.0f, 0.0f, 1.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);              // Top
    glColor3f(0.0f, 1.0f, 0.0f);
    glVertex3f(-1.0f, -1.0f, 0.0f);              // Bottom Left
    glColor3f(1.0f, 0.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 0.0f);              // Bottom Right
    glEnd();                            // Finished Drawing The Triangle
    glTranslatef(3.0f, 0.0f, 0.0f);                   // Move Right 3 Units
    glColor3f(1.0f, 0.0f, 0.0f);
    glBegin(GL_QUADS);                      // Draw A Quad
    glColor3f(1.0f, 1.0f, 0.0f);
    glVertex3f(-1.0f, 1.0f, 0.0f);              // Top Left
    glColor3f(0.0f, 1.0f, 1.0f);
    glVertex3f(1.0f, 1.0f, 0.0f);              // Top Right
    glColor3f(1.0f, 0.0f, 1.0f);
    glVertex3f(1.0f, -1.0f, 0.0f);              // Bottom Right
    glColor3f(1.0f, 1.0f, 1.0f);
    glVertex3f(-1.0f, -1.0f, 0.0f);              // Bottom Left
    glEnd();                            // Done Drawing The Quad
    return TRUE;                                // Everything Went OK


// this function resizes and reinitializes the property of the opengl window when window is resized.
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
    if (height == 0)              // prevent a divide by zero
        height = 1;                // Making height equal one
    

    glViewport(0, 0, width, height); // Resize the current viewport
    glMatrixMode(GL_PROJECTION);     // select the projection matrix
    glLoadIdentity();                // reset the projection matrix

    // Calculate theaspect ratio of the window
    gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);

    glMatrixMode(GL_MODELVIEW);       // select the model view matrix
    glLoadIdentity();                 // reset the modelview matrix

// this function is called before closing the application to properly close the window.
GLvoid KillGLWindow(GLvoid)

    if (fullscreen)
    
        ChangeDisplaySettings(NULL, 0); // If so Switch back to the Desktop.
        ShowCursor(TRUE); // Show the mouse pointer.
    
    if (hRC)
    
        if (!wglMakeCurrent(NULL, NULL))
        
            MessageBox(NULL, (LPCWSTR)"Release of DC and RC Failed", (LPCWSTR)"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        
        if (!wglDeleteContext(hRC))   // Are we able to delete the rendering context?
        
            MessageBox(NULL, (LPCWSTR)"Release of Rendering Context Failed", (LPCWSTR)"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        
        hRC = NULL; // set rendering context to null.
    

    if (hDC && !ReleaseDC(hWnd, hDC))                    // Are We Able To Release The DC
    
        MessageBox(NULL, (LPCWSTR)"Release Device Context Failed.", (LPCWSTR)"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        hDC = NULL;                           // Set DC To NULL
    

    if (hWnd && !DestroyWindow(hWnd))                   // Are We Able To Destroy The Window?
    
        MessageBox(NULL, (LPCWSTR)"Could Not Release hWnd.", (LPCWSTR)"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        hWnd = NULL;                          // Set hWnd To NULL
    

    if (!UnregisterClass((LPCWSTR)"OpenGL", hInstance))               // Are We Able To Unregister Class
    
        MessageBox(NULL, (LPCWSTR)"Could Not Unregister Class.", (LPCWSTR)"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
        hInstance = NULL;                         // Set hInstance To NULL
    


LRESULT CALLBACK WndProc(HWND    hWnd,                   // Handle For This Window
    UINT    uMsg,                   // Message For This Window
    WPARAM  wParam,                 // Additional Message Information
    LPARAM  lParam)                 // Additional Message Information

    switch (uMsg)                               // Check For Windows Messages
    
    case WM_ACTIVATE:                       // Watch For Window Activate Message
    
        if (!HIWORD(wParam))                    // Check Minimization State
        
            active = TRUE;                    // Program Is Active
        
        else
        
            active = FALSE;                   // Program Is No Longer Active
        

        return 0;                       // Return To The Message Loop
    
    case WM_SYSCOMMAND:                     // Intercept System Commands
    
        switch (wParam)                     // Check System Calls
        
        case SC_SCREENSAVE:             // Screensaver Trying To Start?
        case SC_MONITORPOWER:               // Monitor Trying To Enter Powersave?
            return 0;                   // Prevent From Happening
        
        break;                          // Exit
    
    case WM_CLOSE:                          // Did We Receive A Close Message?
    
        PostQuitMessage(0);                 // Send A Quit Message
        return 0;                       // Jump Back
    
    case WM_KEYDOWN:                        // Is A Key Being Held Down?
    
        keys[wParam] = TRUE;                    // If So, Mark It As TRUE
        return 0;                       // Jump Back
    
    case WM_KEYUP:                          // Has A Key Been Released?
    
        keys[wParam] = FALSE;                   // If So, Mark It As FALSE
        return 0;                       // Jump Back
    
    case WM_SIZE:                           // Resize The OpenGL Window
    
        ReSizeGLScene(LOWORD(lParam), HIWORD(lParam));       // LoWord=Width, HiWord=Height
        return 0;                       // Jump Back
    
    
    // Pass All Unhandled Messages To DefWindowProc
    return DefWindowProc(hWnd, uMsg, wParam, lParam);

【问题讨论】:

【参考方案1】:

您最有可能遇到的问题是,您使用的 Windows API 需要 宽字符 字符串,但源代码中的字符串文字是标准(窄)字符。因此,对于字符串中的每 2 个连续字符,Windows 将其解释为单个宽字符;如果 wchar 的每两个字节都非零,这很可能会以某些亚洲脚本结束。

解决方案:使用_TEXT(…) 宏来包围您的字符串文字,将它们变成宽字符串。

【讨论】:

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