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📄 ppaboutview.cpp

📁 一个点泡泡游戏
💻 CPP
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// PPAboutView.cpp: implementation of the CPPAboutView class.
//
//////////////////////////////////////////////////////////////////////

#include "PPAboutView.h"
#include "PPKeyControl.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CPPAboutView::CPPAboutView()
{

}

CPPAboutView::CPPAboutView(CPPGameDoc* pDoc)
{
	SetDocument(pDoc);
}

CPPAboutView::~CPPAboutView()
{

}

void CPPAboutView::OnStartView()
{
	// 初始化对象
	if (!OnInitData())
	{
		Release();
		return;
	}

	m_pDoc->SetCurView(this);

	// 将定时器与回调函数关联
	CALLBACK_Init(&m_cbTimer, (PFNNOTIFY)HandleTimer, this);

	OnSetTimer();
}

bool CPPAboutView::OnInitData()
{
	BEGIN_CHECK
	{
		CHECK_NULL(m_pBitmap[IDB_BACKGROUND_INDEX], CPPBitmap::CreateInstance());
		CHECK_NULL(m_pBitmap[IDB_ABOUT_INDEX], CPPBitmap::CreateInstance());
		CHECK_FALSE(LoadAboutBmpRes());
	}
	CATCH_CHECK
	{
		CUSTOM_RELEASE(m_pBitmap[IDB_BACKGROUND_INDEX]);
		CUSTOM_RELEASE(m_pBitmap[IDB_ABOUT_INDEX]);
	}
	END_CHECK

	// 将键盘按键全部清空
	m_pDoc->GetKeyControl()->InitData();

	return true;
}

void CPPAboutView::HandleTimer(void* pView)
{
	((CPPAboutView* )pView)->OnTimer();
}

// 在定时器里只处理按键功能
void CPPAboutView::OnTimer()
{
	// 重新计算数据
	if (m_pDoc == NULL)
		return;

	// 在Doc里处理按键事件
	if (!m_pDoc->UpdateAboutView())
		return;

	// 画图
	OnDraw(IDB_BACKGROUND_INDEX, false);// 背景
	OnDraw(IDB_ABOUT_INDEX, true);// about
	
	// 获取应用程序指针
	CPPGameApp* pApp = (CPPGameApp*) GETAPPINSTANCE();
	if (pApp == NULL)
	{
		return;
	}
	
	BEGIN_CHECK
	{
		// 取app指针
		CHECK_NULL(pApp, (CPPGameApp*) GETAPPINSTANCE());
		CHECK_ERROR(ISHELL_SetTimerEx(pApp->m_pIShell, TIME_VIEW, &m_cbTimer));
	}
	CATCH_CHECK
	{
		return;
	}
	END_CHECK
}

void CPPAboutView::OnSetTimer()
{
	// 画图
	OnDraw(IDB_BACKGROUND_INDEX, false);// 背景
	OnDraw(IDB_ABOUT_INDEX, true);// about

	// 设置定时器
	SetTimer(TIME_VIEW, (PFNNOTIFY)(CPPAboutView::HandleTimer));
}

bool CPPAboutView::SetTimer(int32 dwInterval, PFNNOTIFY pfnCallback)
{
	CPPGameApp* pApp = NULL;

	BEGIN_CHECK
	{
		// 取app指针
		CHECK_NULL(pApp, (CPPGameApp*) GETAPPINSTANCE());
		CHECK_ERROR(ISHELL_SetTimerEx(pApp->m_pIShell, dwInterval, &m_cbTimer));
	}
	CATCH_CHECK
	{
		return false;
	}
	END_CHECK

	return true;
}

boolean CPPAboutView::LoadAboutBmpRes()
{
	BEGIN_CHECK
	{
		// 加载位图资源
		CHECK_ERROR(m_pBitmap[IDB_BACKGROUND_INDEX]->Load(IDB_BACKGROUND));
		CHECK_ERROR(m_pBitmap[IDB_ABOUT_INDEX]->Load(IDB_ABOUT));
	}
	CATCH_CHECK
	{
		CUSTOM_RELEASE(m_pBitmap[IDB_BACKGROUND_INDEX]);
		CUSTOM_RELEASE(m_pBitmap[IDB_ABOUT_INDEX]);
		return false;
	}

	return true;
}

void CPPAboutView::OnDraw(int nCurBmp, boolean bSheer)
{
	CPPGameApp* pApp = NULL;
	
	BEGIN_CHECK
	{
		// 取app指针
		CHECK_NULL(pApp, (CPPGameApp*) GETAPPINSTANCE());
	}
	CATCH_CHECK
	{
		return;
	}
	END_CHECK
		
	m_pBitmap[nCurBmp]->Draw(bSheer, 0, 0, 0, 0);
}

void CPPAboutView::ExitView()
{
	// 设置定时器结束标志
	m_pDoc->SetExitTimer(true);

	// 结束定时器
	CALLBACK_Cancel(&m_cbTimer);
	
	// 释放位图资源
	CUSTOM_RELEASE(m_pBitmap[IDB_BACKGROUND_INDEX]);
	CUSTOM_RELEASE(m_pBitmap[IDB_ABOUT_INDEX]);

	m_pDoc->SwitchView(ID_VIEW_MENU);
}

void CPPAboutView::FreeResourse()
{
	// 设置定时器结束标志
	m_pDoc->SetExitTimer(true);
	
	// 结束定时器
	CALLBACK_Cancel(&m_cbTimer);
	
	// 释放位图资源
	CUSTOM_RELEASE(m_pBitmap[IDB_BACKGROUND_INDEX]);
	CUSTOM_RELEASE(m_pBitmap[IDB_ABOUT_INDEX]);
}

void CPPAboutView::OnSuspend()
{
	// 结束定时器
	CALLBACK_Cancel(&m_cbTimer);
	
	// 释放资源
	
	CPPBaseView::OnSuspend();
}

void CPPAboutView::OnResume()
{
	CPPBaseView::OnResume();
}

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