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// Copyright 2011 The Walk Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package main
import (
"log"
)
import (
"github.com/lxn/walk"
)
func main() {
// We need either a walk.MainWindow or a walk.Dialog for their message loop.
// We will not make it visible in this example, though.
mw, err := walk.NewMainWindow()
if err != nil {
log.Fatal(err)
}
// We load our icon from a file.
icon, err := walk.Resources.Icon("../img/stop.ico")
if err != nil {
log.Fatal(err)
}
// Create the notify icon and make sure we clean it up on exit.
ni, err := walk.NewNotifyIcon(mw)
if err != nil {
log.Fatal(err)
}
defer ni.Dispose()
// Set the icon and a tool tip text.
if err := ni.SetIcon(icon); err != nil {
log.Fatal(err)
}
if err := ni.SetToolTip("Click for info or use the context menu to exit."); err != nil {
log.Fatal(err)
}
// When the left mouse button is pressed, bring up our balloon.
ni.MouseDown().Attach(func(x, y int, button walk.MouseButton) {
if button != walk.LeftButton {
return
}
if err := ni.ShowCustom(
"Walk NotifyIcon Example",
"There are multiple ShowX methods sporting different icons.",
icon); err != nil {
log.Fatal(err)
}
})
// We put an exit action into the context menu.
exitAction := walk.NewAction()
if err := exitAction.SetText("E&xit"); err != nil {
log.Fatal(err)
}
exitAction.Triggered().Attach(func() { walk.App().Exit(0) })
if err := ni.ContextMenu().Actions().Add(exitAction); err != nil {
log.Fatal(err)
}
// The notify icon is hidden initially, so we have to make it visible.
if err := ni.SetVisible(true); err != nil {
log.Fatal(err)
}
// Now that the icon is visible, we can bring up an info balloon.
if err := ni.ShowInfo("Walk NotifyIcon Example", "Click the icon to show again."); err != nil {
log.Fatal(err)
}
// Run the message loop.
mw.Run()
}
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