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【亿佳惠app源码】【苏源码】【源码 建站】winmm源码

时间:2024-11-25 01:31:29 来源:安徽电商系统开发源码

1.winmmԴ??
2.DirectX 基础
3.c++表白代码烟花

winmm源码

winmmԴ??

       1)

       启动visual basic6.0 ,打开一个新的亿佳惠app源码标准工程。

       2)

       在窗体上Form1上添加6个标签空间(Label) 2个命令按钮(CommandButton)和1个计时器(Timer)。苏源码命令按钮的源码 建站Caption属性分别为“启动”“停止”

       Timer1的Interval属性为

       Label1 Label2 Label3的Caption属性分别为“开始时间”“结束时间”“经过时间” Timer1的Enable属性为False

       3)代码

       Dim Starttime As Variant

       Dim End time As Variant

       Dim Elapsed As Variant

       Private Sub cmdStart_Click()

       '显示开始时间

       lblStart.Caption=Time$

       Starttime=Now

       '启动时钟控件

       Timer1.Enabled=Ture

       End Sub

       Private Sub cmdStop_Click()

       '记录停止时间

       Endtime=Now

       '关闭时钟控件

       Timer1.Enabled=False

       '显示经过时间

       lblApaed.Caption=Format(Endtime-Starttime,"hh:mm:ss"

       End Sub

       Private Sub Timer1_Timer()

       lblStop.Caption=Time$

       End Sub

       以上是用VB6.0实现的

DirectX 基础

       // DemoLight.cpp:

       //

       #include <windows.h>

       #include <d3dx9.h>

       #include <mmsystem.h>

       //#pragma comment (lib, "d3d9.lib")

       //#pragma comment (lib, "d3dx9d.lib")

       //#pragma comment (lib, "winmm.lib")

       //#pragma comment (lib, "d3dxof.lib")

       //#pragma comment (lib, "dxguid.lib")

       struct CUSTOMVERTEX {

        D3DXVECTOR3 position;

        D3DXVECTOR3 normal;

       };

       #define D3DFVF_CUSTOMVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL)

       LPDIRECT3D9 d3d9;

       LPDIRECT3DDEVICE9 d3ddev;

       LPDIRECT3DVERTEXBUFFER9 d3dvb;

       void InitD3D( HWND hwnd)

       {

        d3d9 = Direct3DCreate9( D3D_SDK_VERSION);

        D3DPRESENT_PARAMETERS d3dpp;

        ZeroMemory( &d3dpp, sizeof( d3dpp));

        d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

        d3dpp.EnableAutoDepthStencil = true;

        d3dpp.AutoDepthStencilFormat = D3DFMT_D;

        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

        d3dpp.Windowed = true;

        d3d9->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);

        d3ddev->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE);

        d3ddev->SetRenderState( D3DRS_ZENABLE, true);

       }

       void InitGeometry()

       {

        CUSTOMVERTEX* pVertices;

        d3ddev->CreateVertexBuffer( * 2 * sizeof( CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &d3dvb, NULL);

        d3dvb->Lock( 0, 0, ( void**)&pVertices, 0);

        for( int i=0; i<; i++) {

        float theta = 2 * D3DX_PI * i / ;

        pVertices[2 * i].normal = D3DXVECTOR3( sinf( theta), -1.0f, cosf( theta));

        pVertices[2 * i].position = D3DXVECTOR3( sinf( theta), 0.0f, cosf( theta));

        pVertices[2 * i + 1].normal = D3DXVECTOR3( sinf( theta), 1.0f, cosf( theta));

        pVertices[2 * i + 1].position = D3DXVECTOR3( sinf( theta), 0.0f, cosf( theta));

        }

        d3dvb->Unlock();

       }

       void SetupMatrix()

       {

        D3DXMATRIXA matWorld;

        D3DXMatrixIdentity( &matWorld);

        D3DXMatrixRotationX( &matWorld, timeGetTime() / .0f);

        d3ddev->SetTransform( D3DTS_WORLD, &matWorld);

        D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -5.0f);

        D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f);

        D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f);

        D3DXMATRIXA matView;

        D3DXMatrixIdentity( &matView);

        D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec);

        d3ddev->SetTransform( D3DTS_VIEW, &matView);

        D3DXMATRIXA matProj;

        D3DXMatrixIdentity( &matProj);

        D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, .0f);

        d3ddev->SetTransform( D3DTS_PROJECTION, &matProj);

       }

       void SetupLights()

       {

        D3DMATERIAL9 mtrl;

        ZeroMemory( &mtrl, sizeof( mtrl));

        mtrl.Ambient.a = mtrl.Diffuse.a = 1.0f;

        mtrl.Ambient.b = mtrl.Diffuse.b = 0.0f;

        mtrl.Ambient.g = mtrl.Diffuse.g = 1.0f;

        mtrl.Ambient.r = mtrl.Diffuse.r = 1.0f;

        d3ddev->SetMaterial( &mtrl);

        D3DLIGHT9 light;

        ZeroMemory( &light, sizeof( light));

        light.Type = D3DLIGHT_DIRECTIONAL;

        light.Position = D3DXVECTOR3( -5.0f, 0.5f, -5.0f);

        light.Direction = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);

        light.Ambient.r = light.Diffuse.r = 1.0f;

        light.Ambient.g = light.Diffuse.g = 1.0f;

        light.Ambient.b = light.Diffuse.b = 0.0f;

        light.Range = .0f;

        d3ddev->SetLight( 0, &light);

        d3ddev->LightEnable( 0, true);

        d3ddev->SetRenderState( D3DRS_AMBIENT, 0x);

       }

       void Render()

       {

        d3ddev->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, ), 1.0f, 0);

        d3ddev->BeginScene();

        SetupMatrix();

        SetupLights();

        d3ddev->SetStreamSource( 0, d3dvb, 0, sizeof( CUSTOMVERTEX));

        d3ddev->SetFVF( D3DFVF_CUSTOMVERTEX);

        d3ddev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, );

        d3ddev->EndScene();

        d3ddev->Present( NULL, NULL, NULL, NULL);

       }

       void Cleanup()

       {

        d3dvb->Release();

        d3ddev->Release();

        d3d9->Release();

       }

       LRESULT CALLBACK windowProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)

       {

        switch( msg) {

        case WM_DESTROY:

        Cleanup();

        PostQuitMessage( 0);

        return 0;

        }

        return DefWindowProc( hwnd, msg, wParam, lParam);

       }

       int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)

       {

        WNDCLASSEX wce;

        wce.cbClsExtra = 0;

        wce.cbSize = sizeof( wce);

        wce.cbWndExtra = 0;

        wce.hbrBackground = ( HBRUSH) GetStockObject( WHITE_BRUSH);

        wce.hCursor = LoadCursor( NULL, IDC_ARROW);

        wce.hIcon = LoadIcon( NULL, IDI_APPLICATION);

        wce.hIconSm = wce.hIcon;

        wce.hInstance = hInstance;

        wce.lpfnWndProc = &windowProc;

        wce.lpszClassName = L"DemoLight";

        wce.lpszMenuName = NULL;

        wce.style = CS_HREDRAW | CS_VREDRAW;

        RegisterClassEx( &wce);

        HWND hwnd = CreateWindowEx( 0, wce.lpszClassName, L"Light", WS_OVERLAPPEDWINDOW, , , , , NULL, NULL, hInstance, NULL);

        InitD3D( hwnd);

        InitGeometry();

        ShowWindow( hwnd, SW_SHOWNORMAL);

        UpdateWindow( hwnd);

        MSG msg;

        ZeroMemory( &msg, sizeof( msg));

        while( msg.message != WM_QUIT) {

        if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE)) {

        TranslateMessage( &msg);

        DispatchMessage( &msg);

        } else

        Render();

        }

        return 0;

       }

c++表白代码烟花

       c++表白代码烟花是什么呢?不知道的小伙伴来看看小编今天的分享吧!

       烟花源代码:

       #include graphics.h

       #include conio.h

       #include math.h

       #include time.h

       #include stdio.h

       #include Mmsystem.h

       #pragma comment ( lib, Winmm.lib )

       /***** 宏定义区

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