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📄 俄罗斯方快代码.txt

📁 一个关于俄罗斯方快的代码是一个不错的游戏哦
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// HWRECTView.cpp : implementation of the CHWRECTView class
//

#include "stdafx.h"
#include "HWRECT.h"
#include "OptionDlg.h"

#include "mmsystem.h"

#include "HWRECTDoc.h"
#include "HWRECTView.h"

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

/////////////////////////////////////////////////////////////////////////////
// CHWRECTView

IMPLEMENT_DYNCREATE(CHWRECTView, CView)

BEGIN_MESSAGE_MAP(CHWRECTView, CView)
	//{{AFX_MSG_MAP(CHWRECTView)
	ON_WM_KEYDOWN()
	ON_WM_TIMER()
	ON_COMMAND(ID_GAME_START, OnGameStart)
	ON_COMMAND(ID_GAME_END, OnGameEnd)
	ON_COMMAND(ID_GAME_OPTION, OnGameOption)
	ON_UPDATE_COMMAND_UI(ID_GAME_START, OnUpdateGameStart)
	ON_UPDATE_COMMAND_UI(ID_GAME_OPTION, OnUpdateGameOption)
	ON_UPDATE_COMMAND_UI(ID_GAME_END, OnUpdateGameEnd)
	ON_UPDATE_COMMAND_UI(ID_GAME_EXIT, OnUpdateGameExit)
	ON_UPDATE_COMMAND_UI(ID_HELP_ABOUT, OnUpdateHelpAbout)
	ON_UPDATE_COMMAND_UI(ID_HELP_HELP, OnUpdateHelpHelp)
	ON_WM_CREATE()
	ON_COMMAND(ID_HELP_HELP, OnHelpHelp)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA1, OnUpdateOptionArea1)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA2, OnUpdateOptionArea2)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA3, OnUpdateOptionArea3)
	ON_UPDATE_COMMAND_UI(ID_OPTION_AREA4, OnUpdateOptionArea4)
	ON_COMMAND(ID_OPTION_AREA1, OnOptionArea1)
	ON_COMMAND(ID_OPTION_AREA2, OnOptionArea2)
	ON_COMMAND(ID_OPTION_AREA3, OnOptionArea3)
	ON_COMMAND(ID_OPTION_AREA4, OnOptionArea4)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL1, OnUpdateOptionLevel1)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL2, OnUpdateOptionLevel2)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL3, OnUpdateOptionLevel3)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL4, OnUpdateOptionLevel4)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL5, OnUpdateOptionLevel5)
	ON_UPDATE_COMMAND_UI(ID_OPTION_LEVEL6, OnUpdateOptionLevel6)
	ON_COMMAND(ID_OPTION_LEVEL1, OnOptionLevel1)
	ON_COMMAND(ID_OPTION_LEVEL2, OnOptionLevel2)
	ON_COMMAND(ID_OPTION_LEVEL3, OnOptionLevel3)
	ON_COMMAND(ID_OPTION_LEVEL4, OnOptionLevel4)
	ON_COMMAND(ID_OPTION_LEVEL5, OnOptionLevel5)
	ON_COMMAND(ID_OPTION_LEVEL6, OnOptionLevel6)
	ON_UPDATE_COMMAND_UI(ID_OPTION_GRID, OnUpdateOptionGrid)
	ON_COMMAND(ID_OPTION_GRID, OnOptionGrid)
	ON_UPDATE_COMMAND_UI(ID_OPTION_MUSIC, OnUpdateOptionMusic)
	ON_COMMAND(ID_OPTION_MUSIC, OnOptionMusic)
	ON_UPDATE_COMMAND_UI(ID_GAME_PAUSH, OnUpdateGamePaush)
	ON_COMMAND(ID_GAME_PAUSH, OnGamePaush)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CHWRECTView construction/destruction
/* * * * * * * * * * * * * * * * * * * * * * * * *
*
*  名称:构造函数
*
*  功能:初始化变量
*
*  最后修改时间:1999.3.22
*
* * * * * * * * * * * * * * * * * * * * * * * * */
CHWRECTView::CHWRECTView()
{
	//缺省为不是游戏暂停状态
	m_bGamePaush = FALSE;

	//缺省为不插放背景音乐
	m_bMusic = FALSE;
	
	//缺省为画网格线
	m_bDrawGrid = TRUE;

	//总分值清零
	m_iPerformance = 0;

	//测试值:为12行,10列
	m_iRow = 12;
	m_iCol = 10;

	//左上角X,Y坐标
	m_iStartX = 10;
	m_iStartY = 10;

	//缺省级别为3级
	m_iLevel = 2;

	//缺省方块大小为m_iLarge个象素
	m_iLarge = 30;

	//缺省游戏是结束的
	m_bGameEnd = TRUE;

	int i,j;

	//赋初值
	for (i=0;i<100;i++)
		for (j=0;j<100;j++)
			GameStatus[i][j]=0;

	//各种形状方块的接触面数据,参见设计书的接触面表格, 如果某种形状的方块没有4个接触面,则后面的数据填-1
	for (i=0;i<74;i++)
		for (j=0;j<4;j++)
			InterFace[i][j] = -1;

	InterFace[1][0] = 3;
	
	InterFace[11][0] = 0;	InterFace[11][1] = 1;	InterFace[11][2] = 2;	InterFace[11][3] = 3;
  
	InterFace[2][0] = 1;	InterFace[2][1] = 3;
	
	InterFace[3][0] = 0;	InterFace[3][1] = 2;	InterFace[3][2] = 3;
	
	InterFace[31][0] = 2;	InterFace[31][1] = 3;
	
	InterFace[32][0] = 0;	InterFace[32][1] = 2;	InterFace[32][2] = 3;
	
	InterFace[33][0] = 0;	InterFace[33][1] = 3;
	
	InterFace[4][0] = 1;	InterFace[4][1] = 3;
	
	InterFace[41][0] = 0;	InterFace[41][1] = 2;	InterFace[41][2] = 3;
	
	InterFace[5][0] = 1;	InterFace[5][1] = 3;

	InterFace[51][0] = 0;	InterFace[51][1] = 2;	InterFace[51][2] = 3;
	
	InterFace[6][0] = 0;	InterFace[6][1] = 3;
	
	InterFace[61][0] = 1;	InterFace[61][1] = 2;	InterFace[61][2] = 3;

	InterFace[62][0] = 2;	InterFace[62][1] = 3;

	InterFace[63][0] = 0;	InterFace[63][1] = 1;	InterFace[63][2] = 3;

	InterFace[7][0] = 2;	InterFace[7][1] = 3;
	
	InterFace[71][0] = 1;	InterFace[71][1] = 2;	InterFace[71][2] = 3;

	InterFace[72][0] = 0;	InterFace[72][1] = 3;

	InterFace[73][0] = 0;	InterFace[73][1] = 1;	InterFace[73][2] = 3;

}


/* * * * * * * * * * * * * * * * * * * * * * * * *
*
*  名称:析构函数
*
*  功能:无
*
*  最后修改时间:1999.3.22
*
* * * * * * * * * * * * * * * * * * * * * * * * */
CHWRECTView::~CHWRECTView()
{
}

BOOL CHWRECTView::PreCreateWindow(CREATESTRUCT& cs)
{
	return CView::PreCreateWindow(cs);
}

//创建一些设备
int CHWRECTView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	//白色的黑笔
	whitePen = new CPen(PS_SOLID,1,WHITE);
	
	//黑色的黑笔
	blackPen = new CPen(PS_SOLID,1,BLACK);

	//画刷
	grayBrush = new CBrush(RGB(0,255,255));
	blueBrush = new CBrush(BLUE);
	blackBrush = new CBrush(BLACK);

	//决定第一次掉下来的方块的样式
	m_inextStatus = Random(7);
	if (m_inextStatus==0) m_inextStatus++;
	
	return 0;
}

/* * * * * * * * * * * * * * * * * * * * * * * * *
*
*  名称:OnDraw
*
*  功能:承担所有绘制屏幕工作
*
*  最后修改时间:1999.3.22
*
* * * * * * * * * * * * * * * * * * * * * * * * */
void CHWRECTView::OnDraw(CDC* pDC)
{
	CHWRECTDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	
	int i,j;
	
	//CBrush *oldBrush = 
	pDC -> SelectObject(blackBrush);
	CRect rect;
	GetClientRect(&rect);
	pDC -> Rectangle(rect);

	pDC -> SelectObject(grayBrush);
	pDC -> Rectangle(m_iStartY ,m_iStartX, m_iStartY + 301, m_iStartX + 360);
	
	pDC -> SelectObject(blueBrush);

	//CPen *oldPen = 
	pDC->SelectObject(blackPen);
	
	//画网格线
	if (m_bDrawGrid)
	{
		//画横线
		for (i=0;i<m_iRow;i++)
		{
			pDC->MoveTo(m_iStartY, m_iStartX + i*m_iLarge);
			pDC->LineTo(m_iStartY+300, m_iStartX +i*m_iLarge);
		}	
		
		//画竖线
		for (i=0;i<m_iCol;i++)
		{
			pDC->MoveTo(m_iStartY+i*m_iLarge, m_iStartX);
			pDC->LineTo(m_iStartY+i*m_iLarge, m_iStartX+360);
		}
	}

	//画方块
	for (i=0;i<m_iRow;i++)
		for (j=0;j<m_iCol;j++)
		{
			if (GameStatus[i][j]==1)
			{
				//划的方块比规定的大小略微小一点
				//画小方块边框黑线
				pDC -> SelectObject(blackPen);
				pDC -> MoveTo(m_iStartY+j*m_iLarge +1, m_iStartX+i*m_iLarge +1);
				pDC -> LineTo(m_iStartY+j*m_iLarge +1, m_iStartX+(i+1)*m_iLarge -1);
				pDC -> MoveTo(m_iStartY+j*m_iLarge +1,	m_iStartX+(i+1)*m_iLarge -1);
				pDC -> LineTo(m_iStartY+(j+1)*m_iLarge -1, m_iStartX+(i+1)*m_iLarge -1);

				//画小方块边框白线
				pDC -> SelectObject(whitePen);
				pDC -> MoveTo(m_iStartY+j*m_iLarge +1, m_iStartX+i*m_iLarge +1);
				pDC -> LineTo(m_iStartY+(j+1)*m_iLarge -1,m_iStartX+i*m_iLarge +1);
				pDC -> MoveTo(m_iStartY+(j+1)*m_iLarge -1,m_iStartX+i*m_iLarge +1);
				pDC -> LineTo(m_iStartY+(j+1)*m_iLarge -1,m_iStartX+(i+1)*m_iLarge -1);

				//每个方块填充绿色的背景 
				pDC -> Rectangle(m_iStartY+j*m_iLarge +2,m_iStartX+i*m_iLarge +2,m_iStartY+(j+1)*m_iLarge -2,m_iStartX+(i+1)*m_iLarge -2);

			}
		}

	//显示游戏区域及游戏级别的汉字描述
	if (!m_bGameEnd)
	{
		pDC -> SetBkColor(BLACK);
		pDC -> SetTextColor(WHITE);
		pDC -> TextOut(m_iStartY+320, m_iStartX+220, "游戏区域大小:");
		pDC -> TextOut(m_iStartY+320, m_iStartX+240,m_strArea);

		pDC -> TextOut(m_iStartY+320, m_iStartX+280, "游戏级别:");
		pDC -> TextOut(m_iStartY+320, m_iStartX+300,m_strLevel);
	}
		
		
	//显示总分
	if (!m_bGameEnd)
	{
		CString lsStr;	
		lsStr.Format("总分为:%d 分",m_iPerformance);
		pDC -> SetBkColor(BLACK);
		pDC -> SetTextColor(WHITE);
		pDC -> TextOut(m_iStartY+320, m_iStartX+180,lsStr);
	}

	//画下一次将要出现的方块,用于提示用户
	if (!m_bGameEnd)
	{
		pDC -> SetBkColor(BLACK);
		pDC -> SetTextColor(WHITE);
		pDC -> TextOut(m_iStartY+320, m_iStartX,"下一个方块:");
		
		for (UINT k=0;k<4;k++)
		{
			i = NextStatus[k][0];
		    j = NextStatus[k][1];

			//划的方块比规定的大小略微小一点
			//画小方块边框黑线
			pDC -> SelectObject(blackPen);
			pDC -> MoveTo(m_iStartY+j*30 +1+320, m_iStartX+i*30 +1+30);
			pDC -> LineTo(m_iStartY+j*30 +1+320, m_iStartX+(i+1)*30 -1+30);
			pDC -> MoveTo(m_iStartY+j*30 +1+320,	m_iStartX+(i+1)*30 -1+30);
			pDC -> LineTo(m_iStartY+(j+1)*30 -1+320, m_iStartX+(i+1)*30 -1+30);

			//画小方块边框白线
			pDC -> SelectObject(whitePen);
			pDC -> MoveTo(m_iStartY+j*30 +1+320,      m_iStartX+i*30 +1+30);
			pDC -> LineTo(m_iStartY+(j+1)*30 -1+320,  m_iStartX+i*30 +1+30);
			pDC -> MoveTo(m_iStartY+(j+1)*30 -1+320,  m_iStartX+i*30 +1+30);
			pDC -> LineTo(m_iStartY+(j+1)*30 -1+320,  m_iStartX+(i+1)*30 -1+30);

			//每个方块填充蓝色的背景 
			pDC -> Rectangle(m_iStartY+j*30 +2+320,m_iStartX+i*30 +2+30,
							 m_iStartY+(j+1)*30 -2+320,m_iStartX+(i+1)*30 -2+30);
		}
	}

//	pDC -> SelectObject(oldPen);
//	pDC -> SelectObject(oldBrush);
}

/////////////////////////////////////////////////////////////////////////////
// CHWRECTView diagnostics

#ifdef _DEBUG
void CHWRECTView::AssertValid() const
{
	CView::AssertValid();
}

void CHWRECTView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CHWRECTDoc* CHWRECTView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CHWRECTDoc)));
	return (CHWRECTDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CHWRECTView message handlers



/* * * * * * * * * * * * * * * * * * * * * * * * *
*
*  名称:OnTimer
*
*  功能:承担所有驱动工作
*
*  最后修改时间:1999.3.22
*
* * * * * * * * * * * * * * * * * * * * * * * * */
void CHWRECTView::OnTimer(UINT nIDEvent) 
{
	//如果原来的方块已到底或游戏刚开始,则掉下一个新的方块
	int i,j,k;
	if (m_isBottom)
	{
		m_icurrentStatus = m_inextStatus;
		m_inextStatus = Random(7);  //得到下一次的方块样式
		if (m_inextStatus==0) m_inextStatus++;
		
		m_currentRect = m_icurrentStatus;   //当前落下的方块的形状代码
		RectStatusToActiveStatus( m_icurrentStatus );
		ActiveStatusToGameStatus();
		m_isBottom = FALSE;
		ActiveIsBottom();

		InvalidateCurrent();

		//在屏幕右边显示下一次将会出来的方块的模样
		RectStatusToNextStatus( m_inextStatus );
		CRect rect(m_iStartY+320, m_iStartX, m_iStartY+440, m_iStartX+160);
		InvalidateRect(&rect);

    	//判断游戏是否已结束: 碰了底,且第1行有小方块
		if (m_isBottom)
			for (i=0;i<m_iCol;i++)
				if (GameStatus[0][i])
				{
					KillTimer(1);
					AfxMessageBox("游戏已结束!");
					for (j=0;j<m_iRow;j++)
						for (k=0;k<m_iCol;k++)
							GameStatus[j][k]=0;
					Invalidate();
					m_bGameEnd = TRUE;
					break;
				}


	}
	else  //当前方块下降
	{
		RectDown();
	}

	
	CView::OnTimer(nIDEvent);
}


/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:产生一个最大值不大于指定值的随机整数(Random)
*
* 参数:MaxNumber : 随机数的上限
* 
* 返回值: 产生的随机数
*
* 最后修改日期:1999.1.22
* * * * * * * * * * * * * * * * * * * * * */
int CHWRECTView::Random(int MaxNumber)
{
	int currentClock = (int)clock();
	srand(currentClock);
	return (rand() % MaxNumber);
}


/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:将当前动态数组中的数据反映到大数组中
*
* 最后修改日期:1999.1.22
* * * * * * * * * * * * * * * * * * * * * */
void CHWRECTView::ActiveStatusToGameStatus()
{
	int x1,x2,x3,x4,y1,y2,y3,y4;
	x1 = ActiveStatus[0][0];
	x2 = ActiveStatus[1][0];
	x3 = ActiveStatus[2][0];
	x4 = ActiveStatus[3][0];
	y1 = ActiveStatus[0][1];
	y2 = ActiveStatus[1][1];
	y3 = ActiveStatus[2][1];
	y4 = ActiveStatus[3][1];
	GameStatus[x1][y1]=1;
	GameStatus[x2][y2]=1;
	GameStatus[x3][y3]=1;
	GameStatus[x4][y4]=1;
}

/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:初始掉落时,将根据方块的样式决定当前动态数组的值
*
* 最后修改日期:1999.1.22
* * * * * * * * * * * * * * * * * * * * * */
void CHWRECTView::RectStatusToActiveStatus(int m_which)
{
	switch(m_which)
	{
	case 1:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 2;	ActiveStatus[2][1] = 5;	ActiveStatus[3][0] = 3;	ActiveStatus[3][1] = 5;
		break;
	case 2:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 0;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 1;	ActiveStatus[3][1] = 6;
		break;
	case 3:
		ActiveStatus[0][0] = 1;	ActiveStatus[0][1] = 4;	ActiveStatus[1][0] = 0;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 1;	ActiveStatus[2][1] = 5;	ActiveStatus[3][0] = 1;	ActiveStatus[3][1] = 6;
		break;
	case 4:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 1;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 2;	ActiveStatus[3][1] = 6;
		break;
	case 5:
		ActiveStatus[0][0] = 1;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 2;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 0;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 1;	ActiveStatus[3][1] = 6;
		break;
	case 6:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 0;	ActiveStatus[1][1] = 6;
		ActiveStatus[2][0] = 1;	ActiveStatus[2][1] = 6;	ActiveStatus[3][0] = 2;	ActiveStatus[3][1] = 6;
		break;
	case 7:
		ActiveStatus[0][0] = 0;	ActiveStatus[0][1] = 5;	ActiveStatus[1][0] = 1;	ActiveStatus[1][1] = 5;
		ActiveStatus[2][0] = 2;	ActiveStatus[2][1] = 5;	ActiveStatus[3][0] = 0;	ActiveStatus[3][1] = 6;
		break;
	}
}

/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:初始掉落时,将根据方块的样式决定下一次将要掉下来的动态数组的值
*
* 最后修改日期:1999.1.22
* * * * * * * * * * * * * * * * * * * * * */
void CHWRECTView::RectStatusToNextStatus(int m_which)
{
	switch(m_which)
	{
	case 1:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 2;	NextStatus[2][1] = 1;	NextStatus[3][0] = 3;	NextStatus[3][1] = 1;
		break;
	case 2:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 0;	NextStatus[2][1] = 2;	NextStatus[3][0] = 1;	NextStatus[3][1] = 2;
		break;
	case 3:
		NextStatus[0][0] = 1;	NextStatus[0][1] = 0;	NextStatus[1][0] = 0;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 1;	NextStatus[2][1] = 1;	NextStatus[3][0] = 1;	NextStatus[3][1] = 2;
		break;
	case 4:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 1;	NextStatus[2][1] = 2;	NextStatus[3][0] = 2;	NextStatus[3][1] = 2;
		break;
	case 5:
		NextStatus[0][0] = 1;	NextStatus[0][1] = 1;	NextStatus[1][0] = 2;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 0;	NextStatus[2][1] = 2;	NextStatus[3][0] = 1;	NextStatus[3][1] = 2;
		break;
	case 6:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 0;	NextStatus[1][1] = 2;
		NextStatus[2][0] = 1;	NextStatus[2][1] = 2;	NextStatus[3][0] = 2;	NextStatus[3][1] = 2;
		break;
	case 7:
		NextStatus[0][0] = 0;	NextStatus[0][1] = 1;	NextStatus[1][0] = 1;	NextStatus[1][1] = 1;
		NextStatus[2][0] = 2;	NextStatus[2][1] = 1;	NextStatus[3][0] = 0;	NextStatus[3][1] = 2;
		break;
	}
}

/* * * * * * * * * * * * * * * * * * * * * *
* 内部函数:当前方块下降
*
* 最后修改日期:1999.1.22
* * * * * * * * * * * * * * * * * * * * * */
void CHWRECTView::RectDown()
{
	ActiveIsBottom();
	if (!m_isBottom)
	{
		//清除以前的方块
		int x1,x2,x3,x4,y1,y2,y3,y4;
		x1 = ActiveStatus[0][0];
		x2 = ActiveStatus[1][0];
		x3 = ActiveStatus[2][0];
		x4 = ActiveStatus[3][0];

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