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📄 dxmutgui.cs

📁 运用directX完成的坦克游戏雏形
💻 CS
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                            case System.Windows.Forms.Keys.Left:
                            case System.Windows.Forms.Keys.Up:
                                if (controlFocus != null)
                                {
                                    OnCycleFocus(false);
                                    return true;
                                }
                                break;
                            case System.Windows.Forms.Keys.Tab:
                                if (controlFocus == null)
                                {
                                    FocusDefaultControl();
                                }
                                else
                                {
                                    bool shiftDown = NativeMethods.IsKeyDown(System.Windows.Forms.Keys.ShiftKey);

                                    OnCycleFocus(!shiftDown);
                                }
                                return true;
                        }
                    }
                }
                    break;

                // Mouse messages
                case NativeMethods.WindowMessage.MouseMove:
                case NativeMethods.WindowMessage.MouseWheel:
                case NativeMethods.WindowMessage.LeftButtonUp:
                case NativeMethods.WindowMessage.LeftButtonDown:
                case NativeMethods.WindowMessage.LeftButtonDoubleClick:
                case NativeMethods.WindowMessage.RightButtonUp:
                case NativeMethods.WindowMessage.RightButtonDown:
                case NativeMethods.WindowMessage.RightButtonDoubleClick:
                case NativeMethods.WindowMessage.MiddleButtonUp:
                case NativeMethods.WindowMessage.MiddleButtonDown:
                case NativeMethods.WindowMessage.MiddleButtonDoubleClick:
                case NativeMethods.WindowMessage.XButtonUp:
                case NativeMethods.WindowMessage.XButtonDown:
                case NativeMethods.WindowMessage.XButtonDoubleClick:
                {
                    // If not accepting mouse input, return false to indicate the message should still 
                    // be handled by the application (usually to move the camera).
                    if (!usingMouseInput)
                        return false;

                    // Current mouse position
                    short mouseX = NativeMethods.LoWord((uint)lParam.ToInt32());
                    short mouseY = NativeMethods.HiWord((uint)lParam.ToInt32());
                    System.Drawing.Point mousePoint = new System.Drawing.Point(mouseX, mouseY);
                    // Offset mouse point
                    mousePoint.X -= dialogX;
                    mousePoint.Y -= dialogY;

                    // If caption is enabled, offset the Y coordinate by the negative of its height.
                    if (hasCaption)
                        mousePoint.Y -= captionHeight;

                    // If a control is in focus, it belongs to this dialog, and it's enabled, then give
                    // it the first chance at handling the message.
                    if (controlFocus != null && 
                        controlFocus.Parent == this && 
                        controlFocus.IsEnabled)
                    {
                        // If the control MsgProc handles it, then we don't.
                        if (controlFocus.HandleMouse(msg, mousePoint, wParam, lParam))
                            return true;
                    }

                    // Not yet handled, see if the mouse is over any controls
                    Control control = GetControlAtPoint(mousePoint);
                    if ((control != null) && (control.IsEnabled))
                    {
                        // Let the control handle the mouse if it wants (and return true if it handles it)
                        if (control.HandleMouse(msg, mousePoint, wParam, lParam))
                            return true;
                    }
                    else
                    {
                        // Mouse not over any controls in this dialog, if there was a control
                        // which had focus it just lost it
                        if (msg == NativeMethods.WindowMessage.LeftButtonDown &&
                            controlFocus != null &&
                            controlFocus.Parent == this)
                        {
                            controlFocus.OnFocusOut();
                            controlFocus = null;
                        }
                    }

                    // Still not handled, hand this off to the dialog. Return false to indicate the
                    // message should still be handled by the application (usually to move the camera).
                    switch(msg)
                    {
                        case NativeMethods.WindowMessage.MouseMove:
                            OnMouseMove(mousePoint);
                            return false;
                    }


                }
                    break;
            }

            // Didn't handle this message
            return false;
        }

        /// <summary>
        /// Handle mouse moves
        /// </summary>
        private void OnMouseMove(System.Drawing.Point pt)
        {
            // If the mouse was previously hovering over a control, it's either
            // still over the control or has left
            if (controlMouseDown != null)
            {
                // If another dialog owns this control then let that dialog handle it
                if (controlMouseDown.Parent != this )
                    return;

                // If the same control is still under the mouse, nothing needs to be done
                if (controlMouseDown.ContainsPoint(pt))
                    return;
           
                // Mouse has moved outside the control, notify the control and continue
                controlMouseDown.OnMouseExit();
                controlMouseDown = null;
            }

            // Figure out which control the mouse is over now
            Control control = GetControlAtPoint(pt);
            if (control != null)
            {
                controlMouseDown = control;
                controlMouseDown.OnMouseEnter();
            }
        }
        #endregion
        
        #region Focus
        /// <summary>
        /// Request that this control has focus
        /// </summary>
        public static void RequestFocus(Control control)
        {
            if (controlFocus == control)
                return; // Already does

            if (!control.CanHaveFocus)
                return; // Can't have focus

            if (controlFocus != null)
                controlFocus.OnFocusOut();

            // Set the control focus now
            control.OnFocusIn();
            controlFocus = control;
        }

        /// <summary>
        /// Clears focus of the dialog
        /// </summary>
        public static void ClearFocus()
        {
            if (controlFocus != null)
            {
                controlFocus.OnFocusOut();
                controlFocus = null;
            }
        }
        /// <summary>
        /// Cycles focus to the next available control
        /// </summary>
        private void OnCycleFocus(bool forward)
        {
            // This should only be handled by the dialog which owns the focused control, and 
            // only if a control currently has focus
            if (controlFocus == null || controlFocus.Parent != this )
                return;

            Control control = controlFocus;
            // Go through a bunch of controls
            for (int i = 0; i < 0xffff; i++)
            {
                control = (forward) ? GetNextControl(control) : GetPreviousControl(control);

                // If we've gone in a full circle, focus won't change
                if (control == controlFocus)
                    return;

                // If the dialog accepts keybord input and the control can have focus then
                // move focus
                if (control.Parent.IsUsingKeyboardInput && control.CanHaveFocus)
                {
                    controlFocus.OnFocusOut();
                    controlFocus = control;
                    controlFocus.OnFocusIn();
                    return;
                }
            }

            throw new InvalidOperationException("Multiple dialogs are improperly chained together.");
        }

        /// <summary>
        /// Gets the next control
        /// </summary>
        private static Control GetNextControl(Control control)
        {
            int index = (int)control.index + 1;

            Dialog dialog = control.Parent;
            
            // Cycle through dialogs in the loop to find the next control. Note
            // that if only one control exists in all looped dialogs it will
            // be the returned 'next' control.
            while (index >= (int)dialog.controlList.Count)
            {
                dialog = dialog.nextDialog;
                index = 0;
            }

            return dialog.controlList[index] as Control;
        }
        /// <summary>
        /// Gets the previous control
        /// </summary>
        private static Control GetPreviousControl(Control control)
        {
            int index = (int)control.index - 1;

            Dialog dialog = control.Parent;
            
            // Cycle through dialogs in the loop to find the next control. Note
            // that if only one control exists in all looped dialogs it will
            // be the returned 'previous' control.
            while (index < 0)
            {
                dialog = dialog.prevDialog;
                if (dialog == null)
                    dialog = control.Parent;

                index = dialog.controlList.Count - 1;
            }

            return dialog.controlList[index] as Control;
        }
        /// <summary>
        /// Sets focus to the default control of a dialog
        /// </summary>
        private void FocusDefaultControl()
        {
            // Check for a default control in this dialog
            foreach(Control c in controlList)
            {
                if (c.isDefault)
                {
                    // Remove focus from the current control
                    ClearFocus();

                    // Give focus to the default control
                    controlFocus = c;
                    controlFocus.OnFocusIn();
                    return;
                }
            }
        }
        #endregion

        #region Controls Methods/Properties
        /// <summary>Sets the control enabled property</summary>
        public void SetControlEnable(int id, bool isenabled)
        {
            Control c = GetControl(id);
            if (c == null)
                return; // No control to set

            c.IsEnabled = isenabled;
        }
        /// <summary>Gets the control enabled property</summary>
        public bool GetControlEnable(int id)
        {
            Control c = GetControl(id);
            if (c == null)
                return false; // No control to get

            return c.IsEnabled;
        }

        /// <summary>Returns the control located at a point (if one exists)</summary>
        public Control GetControlAtPoint(System.Drawing.Point pt)
        {
            foreach(Control c in controlList)
            {
                if (c == null)
                    continue;

                if (c.IsEnabled && c.IsVisible && c.ContainsPoint(pt))
                    return c;
            }

            return null;
        }
        /// <summary>Returns the control located at this index(if one exists)</summary>
        public Control GetControl(int id)
        {
            foreach(Control c in controlList)
            {
                if (c == null)
                    continue;

                if (c.ID == id)

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