📄 gameoverdlg.cpp
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// GameOverDlg.cpp : implementation file
//
#include "stdafx.h"
#include "Snake.h"
#include "GameOverDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CGameOverDlg dialog
CGameOverDlg::CGameOverDlg(CWnd* pParent /*=NULL*/)
: CDialog(CGameOverDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CGameOverDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void CGameOverDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CGameOverDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CGameOverDlg, CDialog)
//{{AFX_MSG_MAP(CGameOverDlg)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CGameOverDlg message handlers
void CGameOverDlg::OnPaint()
{
CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
CDC memDC;
CBitmap bmpGameOver;
memDC.CreateCompatibleDC(&dc);
if(!bmpGameOver.LoadBitmap(IDB_GAMEOVER))
{
AfxMessageBox(_T("Cann't load bitmap!"));
return;
}
CBitmap* pbmpOld=memDC.SelectObject(&bmpGameOver);
dc.BitBlt(30,40,180,80,&memDC,0,0,SRCCOPY);
memDC.SelectObject(pbmpOld);
bmpGameOver.DeleteObject();
// Do not call CDialog::OnPaint() for painting messages
}
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