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📄 puzzledlg.cpp

📁 拼图游戏
💻 CPP
📖 第 1 页 / 共 2 页
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// PuzzleDlg.cpp : implementation file
//

#include "stdafx.h"
#include "Puzzle.h"
#include "PuzzleDlg.h"
#include "PreviewDlg.h"
#include "SettingDlg.h"
#include <stdlib.h>
#include <time.h>
#include <math.h>

#define MAX 300

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About

class CAboutDlg : public CDialog
{
public:
	CAboutDlg();

// Dialog Data
	//{{AFX_DATA(CAboutDlg)
	enum { IDD = IDD_ABOUTBOX };
	//}}AFX_DATA

	// ClassWizard generated virtual function overrides
	//{{AFX_VIRTUAL(CAboutDlg)
	protected:
	virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV support
	//}}AFX_VIRTUAL

// Implementation
protected:
	//{{AFX_MSG(CAboutDlg)
	//}}AFX_MSG
	DECLARE_MESSAGE_MAP()
};

CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
	//{{AFX_DATA_INIT(CAboutDlg)
	//}}AFX_DATA_INIT
}

void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CAboutDlg)
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
	//{{AFX_MSG_MAP(CAboutDlg)
		// No message handlers
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CPuzzleDlg dialog

CPuzzleDlg::CPuzzleDlg(CWnd* pParent /*=NULL*/)
	: CDialog(CPuzzleDlg::IDD, pParent)
{
	//{{AFX_DATA_INIT(CPuzzleDlg)
		// NOTE: the ClassWizard will add member initialization here
	//}}AFX_DATA_INIT
	// Note that LoadIcon does not require a subsequent DestroyIcon in Win32

	m_hIcon					= AfxGetApp()->LoadIcon(IDR_MAINFRAME);	//装入图标
	// 从注册表中读取图片每行的块数,每列的块数和图片的ID号
	m_nPicRowNum=AfxGetApp()->GetProfileInt(_T("游戏参数"),_T("RowNum"),4);
	m_nPicColNum=AfxGetApp()->GetProfileInt(_T("游戏参数"),_T("ColNum"),3);
	m_nPicID=AfxGetApp()->GetProfileInt(_T("游戏参数"),_T("PicID"),IDB_GAME_PIC1);
	m_positionGameBK.xPos	= m_nPicRowNum;							//可移动方块的位置
	m_positionGameBK.yPos   = m_nPicColNum;
	m_nGameStartedSteps		= 0;									//游戏开始的步数
	m_bAutoPlay				=FALSE;									//自动拼图标志
}

CPuzzleDlg::~CPuzzleDlg()
{
	DeleteObject(m_bitmap);
	// 把图片每行的块数,每列的块数和图片的ID号写入注册表中
	AfxGetApp()->WriteProfileInt(_T("游戏参数"),_T("RowNum"),m_nPicRowNum);
	AfxGetApp()->WriteProfileInt(_T("游戏参数"),_T("ColNum"),m_nPicColNum);
	AfxGetApp()->WriteProfileInt(_T("游戏参数"),_T("PicID"),m_nPicID);
}

void CPuzzleDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CPuzzleDlg)
		// NOTE: the ClassWizard will add DDX and DDV calls here
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CPuzzleDlg, CDialog)
	//{{AFX_MSG_MAP(CPuzzleDlg)
	ON_WM_SYSCOMMAND()
	ON_WM_PAINT()
	ON_WM_QUERYDRAGICON()
	ON_COMMAND(ID_ABOUTDLG, OnAboutdlg)
	ON_COMMAND(ID_PIC_PREVIEW, OnPicPreview)
	ON_COMMAND(ID_NEWGAME, OnNewgame)
	ON_WM_KEYDOWN()
	ON_WM_LBUTTONDOWN()
	ON_COMMAND(ID_PIC1, OnPic1)
	ON_COMMAND(ID_EXIT, OnExit)
	ON_COMMAND(ID_PIC2, OnPic2)
	ON_WM_CLOSE()
	ON_COMMAND(ID_SETTING, OnSetting)
	ON_COMMAND(ID_PIC3, OnPic3)
	ON_COMMAND(ID_AUTOPUZZLE, OnAutopuzzle)
	ON_WM_TIMER()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CPuzzleDlg message handlers

BOOL CPuzzleDlg::OnInitDialog()
{
	CDialog::OnInitDialog();

	// Add "About..." menu item to system menu.

	// IDM_ABOUTBOX must be in the system command range.
	ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
	ASSERT(IDM_ABOUTBOX < 0xF000);

	CMenu* pSysMenu = GetSystemMenu(FALSE);
	if (pSysMenu != NULL)
	{
		CString strAboutMenu;
		strAboutMenu.LoadString(IDS_ABOUTBOX);
		if (!strAboutMenu.IsEmpty())
		{
			pSysMenu->AppendMenu(MF_SEPARATOR);
			pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
		}
	}
	//创建状态栏
	m_wndStatusBar.Create(WS_CHILD|WS_VISIBLE|CCS_BOTTOM,CRect(0,0,0,0),this,102);

	// Set the icon for this dialog.  The framework does this automatically
	//  when the application's main window is not a dialog
	SetIcon(m_hIcon, TRUE);			// Set big icon
	SetIcon(m_hIcon, FALSE);		// Set small icon
	
	//创建位图菜单
	HMENU hMenu;                 
	hMenu=::GetMenu(m_hWnd);        
	hMenu=::GetSubMenu(hMenu,1);
	char * hBmp;
	hBmp=(char *)LoadBitmap(AfxGetInstanceHandle(),MAKEINTRESOURCE(IDB_MENU_PIC1));
	::ModifyMenu(hMenu,0,MF_BYPOSITION|MF_BITMAP,::GetMenuItemID(hMenu,0),hBmp);
	hBmp=(char *)LoadBitmap(AfxGetInstanceHandle(),MAKEINTRESOURCE(IDB_MENU_PIC2));
	::ModifyMenu(hMenu,2,MF_BYPOSITION|MF_BITMAP,::GetMenuItemID(hMenu,2),hBmp);
	hBmp=(char *)LoadBitmap(AfxGetInstanceHandle(),MAKEINTRESOURCE(IDB_MENU_PIC3));
	::ModifyMenu(hMenu,4,MF_BYPOSITION|MF_BITMAP,::GetMenuItemID(hMenu,4),hBmp);	
	m_wndStatusBar.SetText("正在游戏",0,0);				//设置状态栏
	CRect rect;
	GetClientRect(&rect);
	m_nClientWidth		=rect.Width();					//对话框客户区的宽度
	m_nClientHeight		=rect.Height()-20;				//对话框客户区的高度,去除菜单的高度
	m_nPicBlockWidth	=m_nClientWidth/m_nPicRowNum;	//每块图片的宽度
	m_nPicBlockHeight	=m_nClientHeight/m_nPicColNum;	//每块图片的高度
	m_bitmap.LoadBitmap(m_nPicID);						//装入图片
	OnInitialBlocPicPositionInfo();
	OnNewgame();
	return TRUE;  // return TRUE  unless you set the focus to a control
}

void CPuzzleDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
	if ((nID & 0xFFF0) == IDM_ABOUTBOX)
	{
		CAboutDlg dlgAbout;
		dlgAbout.DoModal();
	}
	else
	{
		CDialog::OnSysCommand(nID, lParam);
	}
}

// If you add a minimize button to your dialog, you will need the code below
//  to draw the icon.  For MFC applications using the document/view model,
//  this is automatically done for you by the framework.

void CPuzzleDlg::OnPaint() 
{
	if (IsIconic())
	{
		CPaintDC dc(this); // device context for painting

		SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);

		// Center icon in client rectangle
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;

		// Draw the icon
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{	
		PICBLOCKPOSITION DestPos;
		PICBLOCKPOSITION SrcPos;
		for(int i = 1;i<=m_nPicRowNum;i++)
		{
			for(int j = 1;j<=m_nPicColNum;j++)
			{
				SrcPos.xPos  = m_positionPicBlockInfo[i][j].xPos;
				SrcPos.yPos  = m_positionPicBlockInfo[i][j].yPos;
				DestPos.xPos  = i;
				DestPos.yPos  = j;
				OnPaintBlockPic(DestPos, SrcPos);
			}
		}
		OnSetGameBK();
		OnSetLineToDivideUpPic();
		CDialog::OnPaint();
	}
}

// The system calls this to obtain the cursor to display while the user drags
//  the minimized window.
HCURSOR CPuzzleDlg::OnQueryDragIcon()
{
	return (HCURSOR) m_hIcon;
}
//显示关于对话框
void CPuzzleDlg::OnAboutdlg() 
{
	CAboutDlg dlg;
	dlg.DoModal();
	
}

//显示图片预览对话框
void CPuzzleDlg::OnPicPreview() 
{
	CPreviewDlg dlg;
	dlg.DoModal();
}

//设置可移动方块的位置
void CPuzzleDlg::OnSetGameBK()
{
	CRect rect;
	rect.left	=(m_positionGameBK.xPos - 1) * m_nPicBlockWidth;
	rect.top	=(m_positionGameBK.yPos - 1) * m_nPicBlockHeight;
	rect.right	=rect.left + m_nPicBlockWidth;
	rect.bottom =rect.top + m_nPicBlockHeight;
	CDC *pDC=GetDC();
	pDC->FillSolidRect(&rect,RGB(0,0,0));
	pDC->DeleteDC();
	return;
}

//设置分割图片的细线
void CPuzzleDlg::OnSetLineToDivideUpPic()
{
	CDC *pDC=GetDC();
	for(int i=1;i<m_nPicRowNum;i++)
	{
		pDC->MoveTo(i*m_nPicBlockWidth-1,0);
		pDC->LineTo(i*m_nPicBlockWidth-1,m_nClientHeight);
	}
	for(int j=1;j<m_nPicColNum;j++)
	{
		pDC->MoveTo(0,j*m_nPicBlockHeight-1);
		pDC->LineTo(m_nClientWidth,j*m_nPicBlockHeight-1);
	}
	pDC->DeleteDC();
	return;
}

//初始化每个图块的位置
void CPuzzleDlg::OnInitialBlocPicPositionInfo()
{
	for(int i=1;i<=m_nPicRowNum;i++)
	{
		for(int j=1;j<=m_nPicColNum;j++)
		{
			m_positionPicBlockInfo[i][j].xPos =i;
			m_positionPicBlockInfo[i][j].yPos =j;
		}
	}
	return;
}

//绘制每一个图块
void CPuzzleDlg::OnPaintBlockPic(PICBLOCKPOSITION DestPos,PICBLOCKPOSITION SrcPos)
{
	CDC *pDC=GetDC();
	CDC memdc;
	memdc.CreateCompatibleDC(pDC);
	memdc.SelectObject(m_bitmap);
	pDC->BitBlt((DestPos.xPos-1)*m_nPicBlockWidth,(DestPos.yPos-1)*m_nPicBlockHeight,
		m_nPicBlockWidth,m_nPicBlockHeight,&memdc,(SrcPos.xPos-1)*m_nPicBlockWidth,
		(SrcPos.yPos-1)*m_nPicBlockHeight,SRCCOPY);
	pDC->DeleteDC();
	return;
}

//开始新游戏
void CPuzzleDlg::OnNewgame() 
{
	if(m_bAutoPlay==TRUE)//判断是否正在自动拼图
	{
		KillTimer(IDC_TIMER);
		m_bAutoPlay=FALSE;
		HMENU hmenu;
		hmenu=::GetSubMenu(::GetMenu(m_hWnd),0);
		::ModifyMenu(hmenu,1,MF_BYPOSITION|MF_STRING,::GetMenuItemID(hmenu,1),"自动拼图");
		m_wndStatusBar.SetText("正在游戏",0,0);
	}
	m_nGameStartedSteps		= 0;
	m_nPicBlockWidth		= m_nClientWidth/m_nPicRowNum;	//每块图片的宽度
	m_nPicBlockHeight		= m_nClientHeight/m_nPicColNum;	//每块图片的高度
	OnInitialBlocPicPositionInfo();

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