📄 gameframe.h
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#if !defined(AFX_GAMEFRAME_H__71B776F9_F76A_4500_AD22_404A833FB85E__INCLUDED_)
#define AFX_GAMEFRAME_H__71B776F9_F76A_4500_AD22_404A833FB85E__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// gameFrame.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// gameFrame frame
class gameFrame : public CFrameWnd
{
DECLARE_DYNCREATE(gameFrame)
protected:
// protected constructor used by dynamic creation
// Attributes
public:
gameFrame();
char key;
int go_x,go_y;
int sc_x,sc_y;
// Operations
public:
void isbegin();
void sixbox();
void goodsopen();
void Load(char *filename);
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(gameFrame)
public:
//}}AFX_VIRTUAL
// Implementation
protected:
virtual ~gameFrame();
// Generated message map functions
//{{AFX_MSG(gameFrame)
afx_msg void OnPaint();
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_GAMEFRAME_H__71B776F9_F76A_4500_AD22_404A833FB85E__INCLUDED_)
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