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IsDialogMessageW
関数メッセージがダイアログ用か判定し処理する(Unicode版)。
シグネチャ
// USER32.dll (Unicode / -W)
#include <windows.h>
BOOL IsDialogMessageW(
HWND hDlg,
MSG* lpMsg
);パラメーター
| 名前 | 型 | 方向 |
|---|---|---|
| hDlg | HWND | in |
| lpMsg | MSG* | in |
戻り値の型: BOOL
各言語での呼び出し定義
// USER32.dll (Unicode / -W)
#include <windows.h>
BOOL IsDialogMessageW(
HWND hDlg,
MSG* lpMsg
);[return: MarshalAs(UnmanagedType.Bool)]
[DllImport("USER32.dll", CharSet = CharSet.Unicode, ExactSpelling = true)]
static extern bool IsDialogMessageW(
IntPtr hDlg, // HWND
IntPtr lpMsg // MSG*
);<DllImport("USER32.dll", CharSet:=CharSet.Unicode, ExactSpelling:=True)>
Public Shared Function IsDialogMessageW(
hDlg As IntPtr, ' HWND
lpMsg As IntPtr ' MSG*
) As Boolean
End Function' hDlg : HWND
' lpMsg : MSG*
Declare PtrSafe Function IsDialogMessageW Lib "user32" ( _
ByVal hDlg As LongPtr, _
ByVal lpMsg As LongPtr) As Long
' Unicode(W): 文字列は ByVal As LongPtr とし StrPtr(unicodeStr) を渡す
' VBA7前提(PtrSafe)。32bit Office では LongPtr→Long。Integer=16bit / Long=32bit / LongLong=64bit。import ctypes
from ctypes import wintypes
IsDialogMessageW = ctypes.windll.user32.IsDialogMessageW
IsDialogMessageW.restype = wintypes.BOOL
IsDialogMessageW.argtypes = [
wintypes.HANDLE, # hDlg : HWND
ctypes.c_void_p, # lpMsg : MSG*
]require 'fiddle'
require 'fiddle/import'
lib = Fiddle.dlopen('USER32.dll')
IsDialogMessageW = Fiddle::Function.new(
lib['IsDialogMessageW'],
[
Fiddle::TYPE_VOIDP, # hDlg : HWND
Fiddle::TYPE_VOIDP, # lpMsg : MSG*
],
Fiddle::TYPE_INT)
# Wide strings: pass str.encode("UTF-16LE") + "\x00\x00"#[link(name = "user32")]
extern "system" {
fn IsDialogMessageW(
hDlg: *mut core::ffi::c_void, // HWND
lpMsg: *mut MSG // MSG*
) -> i32;
}
// crates: windows-sys provides ready-made bindings for this API.$sig = @"
[return: MarshalAs(UnmanagedType.Bool)]
[DllImport("USER32.dll", CharSet = CharSet.Unicode)]
public static extern bool IsDialogMessageW(IntPtr hDlg, IntPtr lpMsg);
"@
$api = Add-Type -MemberDefinition $sig -Name 'USER32_IsDialogMessageW' -Namespace Win32 -PassThru
# $api::IsDialogMessageW(hDlg, lpMsg)#uselib "USER32.dll"
#func global IsDialogMessageW "IsDialogMessageW" wptr, wptr
; IsDialogMessageW hDlg, varptr(lpMsg) ; 戻り値は stat
; hDlg : HWND -> "wptr"
; lpMsg : MSG* -> "wptr"
; ※HSP3.7は #func のため戻り値はシステム変数 stat に格納されます。出力引数:
#uselib "USER32.dll" #cfunc global IsDialogMessageW "IsDialogMessageW" sptr, var ; res = IsDialogMessageW(hDlg, lpMsg) ; hDlg : HWND -> "sptr" ; lpMsg : MSG* -> "var" ; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。#uselib "USER32.dll" #cfunc global IsDialogMessageW "IsDialogMessageW" sptr, sptr ; res = IsDialogMessageW(hDlg, varptr(lpMsg)) ; hDlg : HWND -> "sptr" ; lpMsg : MSG* -> "sptr" ; ※出力/バッファ引数はポインタ方式(token=sptr / 呼び出しは varptr(変数))。
出力引数:
; BOOL IsDialogMessageW(HWND hDlg, MSG* lpMsg) #uselib "USER32.dll" #cfunc global IsDialogMessageW "IsDialogMessageW" intptr, var ; res = IsDialogMessageW(hDlg, lpMsg) ; hDlg : HWND -> "intptr" ; lpMsg : MSG* -> "var" ; ※出力/バッファ引数は var 方式(変数を直接渡す)。varptr 方式にも切替可。; BOOL IsDialogMessageW(HWND hDlg, MSG* lpMsg) #uselib "USER32.dll" #cfunc global IsDialogMessageW "IsDialogMessageW" intptr, intptr ; res = IsDialogMessageW(hDlg, varptr(lpMsg)) ; hDlg : HWND -> "intptr" ; lpMsg : MSG* -> "intptr" ; ※出力/バッファ引数はポインタ方式(token=intptr / 呼び出しは varptr(変数))。
import (
"golang.org/x/sys/windows"
"unsafe"
)
var (
user32 = windows.NewLazySystemDLL("USER32.dll")
procIsDialogMessageW = user32.NewProc("IsDialogMessageW")
)
// hDlg (HWND), lpMsg (MSG*)
r1, _, err := procIsDialogMessageW.Call(
uintptr(hDlg),
uintptr(lpMsg),
)
_ = err // syscall.Errno (valid when the call sets last-error)
_ = r1 // BOOLfunction IsDialogMessageW(
hDlg: THandle; // HWND
lpMsg: Pointer // MSG*
): BOOL; stdcall;
external 'USER32.dll' name 'IsDialogMessageW';result := DllCall("USER32\IsDialogMessageW"
, "Ptr", hDlg ; HWND
, "Ptr", lpMsg ; MSG*
, "Int") ; return: BOOL●IsDialogMessageW(hDlg, lpMsg) = DLL("USER32.dll", "bool IsDialogMessageW(void*, void*)")
# 呼び出し: IsDialogMessageW(hDlg, lpMsg)
# hDlg : HWND -> "void*"
# lpMsg : MSG* -> "void*"
# なでしこ1は32bit・ANSI(Shift_JIS)。文字列=char*(ANSI)、ポインタ/ハンドル=void*(4byte)。
# ※-W(Unicode)関数。なでしこ1はANSIのため -A 版の利用を推奨。