📄 maingame.h
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// MainGame.h: interface for the MainGame class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MAINGAME_H__FA517629_B1B3_41E3_97D2_F5DA150FB29D__INCLUDED_)
#define AFX_MAINGAME_H__FA517629_B1B3_41E3_97D2_F5DA150FB29D__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class Game_Unit;
class MainGame : public CGsGame , public Game_Client
{
public:
HRESULT Redraw_Msg();
void add_game_msg(D3DCOLOR color, const char* str_msg,...);
void EndGame();
BOOL StartGame();
Game_Unit* GetControlUnit();
BOOL InitGame();
BOOL LoadConfig();
GameWorld* GetGameWorld() {return &m_world;}
MainGame(CGsEngine* pEngine);
virtual ~MainGame();
virtual HRESULT Draw(CGsSurface* pSurface);
virtual VOID Cleanup();
virtual HRESULT Render();
virtual FLAG Update(DWORD dwPassTime);
virtual LRESULT MsgProc( UINT uMsg, WPARAM wParam, LPARAM lParam );
virtual ID OnMouseMove( UINT nFlags, GPOINT point );
virtual ID OnMouseWheel( UINT nFlags, short zDelta, GPOINT point );
virtual ID OnLButtonDown( UINT nFlags, GPOINT point );
virtual ID OnLButtonUp( UINT nFlags, GPOINT point );
virtual ID OnLButtonDbClk( UINT nFlags, GPOINT point ) ;
virtual ID OnRButtonDown( UINT nFlags, GPOINT point );
virtual ID OnRButtonUp( UINT nFlags, GPOINT point );
virtual ID OnRButtonDbClk( UINT nFlags, GPOINT point );
virtual ID OnChar( UINT nChar, UINT nRepCnt, UINT nFlags );
virtual ID OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
virtual ID OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
virtual VOID ReleaseSource(); //{return S_OK;}
virtual HRESULT RestoreSource(); //{return S_OK;}
protected:
virtual void on_speek(uint32 uid_speeker, const char* strSpeek);
virtual void on_handle_place(void* pData);
virtual void on_login(void* pData);
virtual void on_add_unit(void* pData);
virtual void on_del_unit(void* pData);
virtual void on_handle_unit(void* pData);
public:
std::vector<ID> m_array_uid_select;
GSANI m_ani_select_unit;
GSANI m_ani_light_shadow;
GSANI m_ani_dreamland;
GSANI m_ani_test;
// GSANI m_ani_magic_skill;
CGsMedia m_bk_music;
BOOL m_want_unit_light;
GRECT m_rc_energy;
GRECT m_rc_power;
protected:
GameWorld m_world;
CGsTexture m_tex_game_msg;
BOOL m_is_msg_change;
BOOL m_is_inputing_text;
BOOL m_is_handling_place;
D3DTLVERTEX m_aVertex[4];
struct GAME_MSG
{
std::string str_msg;
D3DCOLOR color;
};
std::list<GAME_MSG> m_list_game_msg;
struct MAGIC_SKILL {
uint16 type;
GSANI icon;
LONG use;
};
MAGIC_SKILL m_magic_list[8];
int m_select_magic;
};
#endif // !defined(AFX_MAINGAME_H__FA517629_B1B3_41E3_97D2_F5DA150FB29D__INCLUDED_)
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