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📄 win32window.h

📁 game code对于游戏地图的编辑代码
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#ifndef __WIN32WINDOW__
#define __WIN32WINDOW__

#ifndef __WINDOWS_H__
#	include <windows.h>
#	define __WINDOWS_H__
#endif
#ifndef __HEADER_H__
#	include "../../Main/QHeader.h"
#endif
#ifndef __D3D8PREREQUISITES_H__
#	include "DX8Prerequisites.h"
#endif
#ifndef __IWINDOWDEVICE_H__
#	include "../../Main/IWindowDevice.h"
#endif

namespace QGE
{
	namespace VISUAL
	{
		class _D3D8Export Win32Window :	public IWindowDevice
		{
		public:
			Win32Window(void);
			virtual ~Win32Window(void);

			void Create(const String& name,Bool bWindowed,				Int32 Width,Int32 Height,Int32 Left,Int32 Top,void* MiscParam,...);	//须传入HINSTANCE			void Create(const String& name,HWND hWnd);						//使用已有的窗口句柄,必须手工在OnPaint中调用Update			Bool TurnToFullScreen();			void Destroy(void);			void Resize(Int32 newWidth,Int32 newHeight);			void MoveTo(Int32 newLeft, Int32 newTop);			Bool isActive(void);			Bool isClosed(void);			Bool isFullScreen(void);			void WindowMovedOrResized(void);

			HWND getWindowHandle() { return mHWnd; }
			HWND getParentWindowHandle() { return mParentHWnd; }

			static LRESULT WndProc(
				HWND hWnd,
				UINT uMsg,
				WPARAM wParam,
				LPARAM lParam );

		protected:
			HINSTANCE mhInst;
			HWND	mHWnd;					// Win32 Window handle
			HWND	mParentHWnd;			// Parent Win32 window handle
			Bool	mbActive;				// Is active i.e. visible
			Bool	mbReady;				// Is ready i.e. available for update
			Bool	mbClosed;
			Bool	mbCanTurnToFullscreen;
		};
	}
}
#endif

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