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📄 dialoggl.cpp

📁 basica program eg
💻 CPP
字号:
// DialogGL.cpp : Defines the class behaviors for the application.
//

#include "stdafx.h"
#include "DialogGL.h"
#include "DialogGLDlg.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CDialogGLApp

BEGIN_MESSAGE_MAP(CDialogGLApp, CWinApp)
	//{{AFX_MSG_MAP(CDialogGLApp)
		// NOTE - the ClassWizard will add and remove mapping macros here.
		//    DO NOT EDIT what you see in these blocks of generated code!
	//}}AFX_MSG
	ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CDialogGLApp construction

CDialogGLApp::CDialogGLApp()
{
	// TODO: add construction code here,
	// Place all significant initialization in InitInstance
}

/////////////////////////////////////////////////////////////////////////////
// The one and only CDialogGLApp object

CDialogGLApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CDialogGLApp initialization

BOOL CDialogGLApp::InitInstance()
{
	// Standard initialization
	// If you are not using these features and wish to reduce the size
	//  of your final executable, you should remove from the following
	//  the specific initialization routines you do not need.

#ifdef _AFXDLL
	Enable3dControls();			// Call this when using MFC in a shared DLL
#else
	Enable3dControlsStatic();	// Call this when linking to MFC statically
#endif

	CDialogGLDlg dlg;
	m_pMainWnd = &dlg;
	int nResponse = dlg.DoModal();
	if (nResponse == IDOK)
	{
		// TODO: Place code here to handle when the dialog is
		//  dismissed with OK
	}
	else if (nResponse == IDCANCEL)
	{
		// TODO: Place code here to handle when the dialog is
		//  dismissed with Cancel
	}

	// Since the dialog has been closed, return FALSE so that we exit the
	//  application, rather than start the application's message pump.
	return FALSE;
}


BOOL CDialogGLApp::OnIdle(LONG lCount)
{
	// CG: The following code inserted by 'Idle Time Processing' component.	// Note: Do not perform lengthy tasks during OnIdle because your	// application cannot process user input until OnIdle returns.	// call the base class	BOOL bBaseIdle = CWinApp::OnIdle(lCount);	BOOL bMoreIdle = TRUE;	if (lCount == 0)	{	CDialogGLDlg *pDlg;
	pDlg = (CDialogGLDlg *)m_pMainWnd;
	pDlg->Rotate();
	}	else if (lCount == 100)	{		// TODO: add code to perform less important tasks during idle	}	else if (lCount == 1000)	{		// TODO: add code to perform occasional tasks during idle		bMoreIdle = bBaseIdle;	}	// return FALSE when there is no more idle processing to do	return bMoreIdle;
}

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