📄 elsgamedlg.h
字号:
// ElsGameDlg.h : header file
//
#if !defined(AFX_ELSGAMEDLG_H__E0BDF24E_FE90_4478_8776_701A70CC2045__INCLUDED_)
#define AFX_ELSGAMEDLG_H__E0BDF24E_FE90_4478_8776_701A70CC2045__INCLUDED_
#include "ElsGame.h" // Added by ClassView
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "TriangleButton.H"
class CDlgSetFace;
/////////////////////////////////////////////////////////////////////////////
// CElsGameDlg dialog
class CElsGameDlg : public CDialog
{
// Construction
public:
CString m_strMapPath;
BOOL m_bBackGround;
CBrush m_brBack;
BOOL SaveBitmapToFile(HBITMAP hBitmap, CString lpFileName);
void DoGameOver();
void ShowSpecialAward(BOOL isShow);
BOOL m_bSupportAlpha;
void ReLoadBitmap();
int m_nBmpType;
BOOL m_bSameGraph;
int m_nCurAlphaDegree;
void SetWndAlpha(int nAlphaDegree);
CDlgSetFace* m_pDlgSetFace;
void ClearArray();
void DemoStatic(int iColor);
void MySetTimer();
void WriteHiScore();
void ReadHiScore();
void ShowScore();
BOOL CheckOver();
void DrawNextBlock(BOOL bErase);
int CheckFullLine();
void CreateNewBlock();
void InitTheArray();
void DrawGameFace();
void DrawTheMap();
void SetArrayBlockData();
void RotateBlock();
BOOL CanRotate(int ix,int iy);
BOOL CheckCanMove(int nDir);
void DrawSingleBlock(int initX, int initY, BOOL bErase,int indexBmp);
void DrawCurBlock(BOOL bErase);
int m_nCurDir;
int m_nCurBlock;
CElsGameDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CElsGameDlg)
enum { IDD = IDD_ELSGAME_DIALOG };
CTriangleButton m_BtnDown;
CTriangleButton m_BtnLeft;
CTriangleButton m_BtnRight;
CTriangleButton m_BtnRotate;
CString m_sumLev;
CString m_score;
CString m_hiscore;
CString m_slevel;
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CElsGameDlg)
public:
virtual BOOL PreTranslateMessage(MSG* pMsg);
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
virtual BOOL OnNotify(WPARAM wParam, LPARAM lParam, LRESULT* pResult);
//}}AFX_VIRTUAL
// Implementation
protected:
CToolBar m_wndToolBar;
//lpfn m_pSetLayerWindow;
int AdaptRotatePos();
int m_nUserSpeed;
int m_nSpeedLevel;
int m_nSpeedTime;
BOOL m_bPause;
CStatusBarCtrl m_wndStatusBar;
int m_nHiScore;
long m_lscore;
long m_lsumLev;
BOOL m_bPlaying;
int m_nCurIndexY;
int m_nCurIndexX;
int m_nNextDir;
int m_nNextBlock;
int m_nInitY;
int m_nInitX;
HICON m_hIcon;
int m_nArray[19][10];
CPoint m_nBlockInfoArray[7][4][3];
CBitmap m_BmpBlock[7];
int m_nCurBmpIndex;
int m_nNextBmpIndex;
CRect m_rcGame;
CRect m_rcNext;
// Generated message map functions
//{{AFX_MSG(CElsGameDlg)
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg void OnExit();
afx_msg void OnStart();
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnAbout();
afx_msg void OnContents();
afx_msg void OnPause();
afx_msg void OnLevel();
afx_msg void OnStop();
afx_msg void OnSetface();
afx_msg void OnBtnrotate();
afx_msg void OnBtnleft();
afx_msg void OnBtndown();
afx_msg void OnBtnright();
afx_msg void OnShowWindow(BOOL bShow, UINT nStatus);
afx_msg void OnClose();
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnSavebmp();
afx_msg void OnBackground();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_ELSGAMEDLG_H__E0BDF24E_FE90_4478_8776_701A70CC2045__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -