📄 simplegamedoc.cpp
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/* Copyright (C) Bruce Dawson, 2001.
* All rights reserved worldwide.
*
* This software is provided "as is" without express or implied
* warranties. You may freely copy and compile this source into
* applications you distribute provided that the copyright text
* below is included in the resulting source code, for example:
* "Portions Copyright (C) Bruce Dawson, 2001"
*/
// SimpleGameDoc.cpp : implementation of the CSimpleGameDoc class
//
#include "stdafx.h"
#include "SimpleGame.h"
#include "SimpleGameDoc.h"
#include "gamelibrary/objectfactories.h"
#include <vector>
using namespace std;
#include "gameworld.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CSimpleGameDoc
IMPLEMENT_DYNCREATE(CSimpleGameDoc, CDocument)
BEGIN_MESSAGE_MAP(CSimpleGameDoc, CDocument)
//{{AFX_MSG_MAP(CSimpleGameDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSimpleGameDoc construction/destruction
CSimpleGameDoc::CSimpleGameDoc()
{
// TODO: add one-time construction code here
}
CSimpleGameDoc::~CSimpleGameDoc()
{
}
BOOL CSimpleGameDoc::OnNewDocument()
{
if (!CDocument::OnNewDocument())
return FALSE;
// TODO: add reinitialization code here
// (SDI documents will reuse this document)
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CSimpleGameDoc serialization
void CSimpleGameDoc::Serialize(CArchive& ar)
{
if (ar.IsStoring())
{
// TODO: add storing code here
}
else
{
// TODO: add loading code here
}
}
/////////////////////////////////////////////////////////////////////////////
// CSimpleGameDoc diagnostics
#ifdef _DEBUG
void CSimpleGameDoc::AssertValid() const
{
CDocument::AssertValid();
}
void CSimpleGameDoc::Dump(CDumpContext& dc) const
{
CDocument::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CSimpleGameDoc commands
BOOL CSimpleGameDoc::OnCmdMsg(UINT nID, int nCode, void* pExtra, AFX_CMDHANDLERINFO* pHandlerInfo)
{
// If pHandlerInfo is NULL, then handle the message
if (pHandlerInfo == NULL)
{
if (nID >= k_firstDynamicID && nID < k_firstDynamicID + GetNumObjectTypes())
{
if (nCode == CN_COMMAND)
{
// It would be possible to support creation by integer ID, which could
// be faster than creation by name, however I chose not to because
// of the reduced flexibility. Under normal circumstances it is
// the object name that you will have available anyway - not an
// ID. This situation - creating objects from a menu - is an anomaly.
int objectID = nID - k_firstDynamicID;
vector<const char*> objectTypes = GetObjectTypes();
GameObject* pObject = CreateGameObject(objectTypes[objectID]);
}
else if (nCode == CN_UPDATE_COMMAND_UI)
{
CCmdUI* pCmdUI = (CCmdUI*)pExtra;
pCmdUI->Enable(TRUE);
}
return TRUE;
}
}
// If we didn't process the command, call the base class
// version of OnCmdMsg so the message-map can handle the message
return CDocument::OnCmdMsg(nID, nCode, pExtra, pHandlerInfo);
}
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