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对话框拖动及其禁止方法
对话框拖动及其禁止方法
发布时间: 7:31:05
编辑:www.fx114.net
本篇文章主要介绍了"对话框拖动及其禁止方法 ",主要涉及到对话框拖动及其禁止方法 方面的内容,对于对话框拖动及其禁止方法 感兴趣的同学可以参考一下。
禁止拖动对话框方法:
在WM_HITTEST对应的消息处理函数OnNcHitTest中直接返回TRUE, 或者当指向对话框标题栏时,返回客户区的值HTCLIENT
UINT CWelcomeDlg::OnNcHitTest(CPoint point)
{ &&& // TODO: Add your message handler code here and/or call default &&&
&&& return HTCLIENT; }
拖动对话框方法:
在WM_HITTEST对应的消息处理函数OnNcHitTest中, 当指向对话框客户区时,返回标题区的值HTCAPTION
UINT CDlg::OnNcHitTest(CPoint point)
{ &&& // TODO: Add your message handler code here and/or call default &&& ScreenToClient(&point);
&&& if (point.y &= 0 && point.y &= DLGCAPHIGHT) &&& { &&&&&&& return HTCAPTION; &&& } &&&
&&& return CDialog::OnNcHitTest(point); }
参考资料:
WM_NCHITTEST
The WM_NCHITTEST message is sent to a window when the cursor moves, or when a mouse button is pressed or released. If the mouse is not captured, the message is sent to the window beneath the cursor. Otherwise, the message is sent to the window that has captured the mouse.
A window receives this message through its
LRESULT CALLBACK WindowProc( HWND hwnd, // handle to window
UINT uMsg, // WM_NCHITTEST
WPARAM , // not used
// horizontal and vertical position
);
Parameters
wParamThis parameter is not used.lParamThe low-order word specifies the x-coordinate of the cursor. The coordinate is relative to the upper-left corner of the screen.
The high-order word specifies the y-coordinate of the cursor. The coordinate is relative to the upper-left corner of the screen.
Return Values
The return value of the
function is one of the following values, indicating the position of the cursor hot spot.
ValueLocation of hot spot
In the border of a window that does not have a sizing border.
In the lower-horizontal border of a resizable window (the user can click the mouse to resize the window vertically).
HTBOTTOMLEFT
In the lower-left corner of a border of a resizable window (the user can click the mouse to resize the window diagonally).
HTBOTTOMRIGHT
In the lower-right corner of a border of a resizable window (the user can click the mouse to resize the window diagonally).
In a title bar.
In a client area.
In a Close button.
On the screen background or on a dividing line between windows (same as HTNOWHERE, except that the DefWindowProc function produces a system beep to indicate an error).
In a size box (same as HTSIZE).
In a Help button.
In a horizontal scroll bar.
In the left border of a resizable window (the user can click the mouse to resize the window horizontally).
In a menu.
HTMAXBUTTON
In a Maximize button.
HTMINBUTTON
In a Minimize button.
On the screen background or on a dividing line between windows.
In a Minimize button.
In the right border of a resizable window (the user can click the mouse to resize the window horizontally).
In a size box (same as HTGROWBOX).
In a window menu or in a Close button in a child window.
In the upper-horizontal border of a window.
In the upper-left corner of a window border.
HTTOPRIGHT
In the upper-right corner of a window border.
HTTRANSPARENT
In a window currently covered by another window in the same thread (the message will be sent to underlying windows in the same thread until one of them returns a code that is not HTTRANSPARENT).
In the vertical scroll bar.
In a Maximize button.
CWnd::OnNcHitTest
afx_msg UINT OnNcHitTest( CPoint point );
Return Value
One of the mouse
enumerated values listed below.
Parameters
Contains the x- and y-coordinates of the cursor. These coordinates are always screen coordinates.
The framework calls this member function for the CWnd object that contains the cursor (or the CWnd object that used the
member function to capture the mouse input) every time the mouse is moved.
Note&&& This member function is called by the framework to allow your application to handle a Windows message. The parameters passed to your function reflect the parameters received by the framework when the message was received. If you call the base-class implementation of this function, that implementation will use the parameters originally passed with the message and not the parameters you supply to the function.
See Also&&&,
Mouse Enumerated Values
HTBORDER&&& In the border of a window that does not have a sizing border.
HTBOTTOM&&& In the lower horizontal border of the window.
HTBOTTOMLEFT&&& In the lower-left corner of the window border.
HTBOTTOMRIGHT&&& In the lower-right corner of the window border.
HTCAPTION&&& In a title-bar area.
HTCLIENT&&& In a client area.
HTERROR&&& On the screen background or on a dividing line between windows (same as HTNOWHERE except that the DefWndProc Windows function produces a system beep to indicate an error).
HTGROWBOX&&& In a size box.
HTHSCROLL&&& In the horizontal scroll bar.
HTLEFT&&& In the left border of the window.
HTMAXBUTTON&&& In a Maximize button.
HTMENU&&& In a menu area.
HTMINBUTTON&&& In a Minimize button.
HTNOWHERE&&& On the screen background or on a dividing line between windows.
HTREDUCE&&& In a Minimize button.
HTRIGHT&&& In the right border of the window.
HTSIZE&&& In a size box (same as HTGROWBOX).
HTSYSMENU&&& In a Control menu or in a Close button in a child window.
HTTOP&&& In the upper horizontal border of the window.
HTTOPLEFT&&& In the upper-left corner of the window border.
HTTOPRIGHT&&& In the upper-right corner of the window border.
HTTRANSPARENT&&& In a window currently covered by another window.
HTVSCROLL&&& In the vertical scroll bar.
HTZOOM&&& In a Maximize button。
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本文标题:
本页链接:Time Required: 10 minutes
This origami model is from my book , published in June 2010 by Tuttle. The diagrams utilize the standard origami symbols, which are explained in the first part of the book.
The book contains directions for making 21 different origami models, and describes 22 games–both competitive and collaborative–that can be played with them. The models are all made from regular printer paper (8 1/2 x 11 inches).
So many children have become addicted to technology, and have lost the ability and desire to make things themselves, and to use their imagination. Part of my intent with the book was to provide a hands-on, low-tech activity for parents to do with their children. Further, the cost of these games is negligible, which can be an important factor for families in these tough economic times.
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Step #1: Start with a sheet of letter-size paper (8 1/2 x 11). Fold the left edge to the right and unfold.
Step #2: Fold the left and right edges to the center.
Step #3: Beginning the crease at the top left corner, fold the top right corner to the center.
Step #4: Fold the upper left corner down to lie along the right edge, creasing along the lower edge of the flap made in step 3.
Step #5: Fold the upper right corner down to lie along the left edge, creasing along the lower edge of the triangle.
Step #6: Fold the bottom portion of the model up along the lower edge of the triangle.
Step #7: Unfold to step 3.
Step #8: Repeat steps 3-6, this time beginning the crease at the top right corner, folding down the top left corner to the center. Then unfold to step 3.
Step #9: Press the shaded areas together, creasing along the indicated fold lines. Then lay the resulting flap over to the right.
Step #10: Repeat step 9 with the lower portion of the model, bringing the shaded areas together, and laying the resulting flap over to the left.
Step #11: Lift and squash the lower flap along the indicated crease lines.
Step #12: Fold the right side over to the left.
Step #13: Lift and squash the upper flap along the indicated crease lines.
Step #14: Fold the left side over to the right.
Step #15: Lift doubled flaps A and B up so they stand up at 90° from the plane of the model. Rotate the model 1/4 turn.
Step #16: Here is a view showing the model in perspective. Lift doubled flap A and place it entirely between the two flaps of B.
Step #17: Place flap X inside the pocket indicated. Repeat behind.
Step #18: Fold the protruding triangular flaps down, one on each side.
Step #19: Fold the tip of the triangular flap downward to completely lock the handle. Repeat behind.
Step #20: Here is the result. Turn the model over.
Step #21: Reinforce all creases passing through the center with mountain folds. This makes the model spin better. Turn the model back over.
Step #22: Number each of the six triangles to complete your spinner.
Step #23: The completed Spinner
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