gsg_sound.cpp
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// GSG_Sound.cpp: implementation of the GSG_Sound class.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "gstools.h"
#include "GSG_Sound.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
GSG_Sound::GSG_Sound(CGsEngine* pEngine)
:CGsGame(pEngine)
{
m_key_style = "GSG_Sound";
m_ptr_sound = pEngine->FindSound(g_pWizard->GetCurrentItemPath());
if(m_ptr_sound)
m_ptr_sound->PlayLoop();
}
GSG_Sound::~GSG_Sound()
{
SAFE_DELETE(m_ptr_sound);
}
LRESULT GSG_Sound::MsgProc( UINT uMsg, WPARAM wParam, LPARAM lParam )
{
return CGsGame::MsgProc( uMsg, wParam, lParam );
}
ID GSG_Sound::OnMouseMove(UINT nFlags, GPOINT point)
{
return CGsGame::OnMouseMove(nFlags, point);
}
ID GSG_Sound::OnLButtonDown( UINT nFlags, GPOINT point )
{
return CGsGame::OnLButtonDown( nFlags, point );
}
ID GSG_Sound::OnLButtonUp( UINT nFlags, GPOINT point )
{
return CGsGame::OnLButtonUp( nFlags, point );
}
ID GSG_Sound::OnLButtonDbClk( UINT nFlags, GPOINT point )
{
return CGsGame::OnLButtonDbClk( nFlags, point );
}
ID GSG_Sound::OnRButtonDown( UINT nFlags, GPOINT point )
{
return CGsGame::OnRButtonDown( nFlags, point );
}
ID GSG_Sound::OnRButtonUp( UINT nFlags, GPOINT point )
{
return CGsGame::OnRButtonUp( nFlags, point );
}
ID GSG_Sound::OnRButtonDbClk( UINT nFlags, GPOINT point )
{
return CGsGame::OnRButtonDbClk( nFlags, point );
}
ID GSG_Sound::OnMouseWheel(UINT nFlags, short zDelta, GPOINT point)
{
return CGsGame::OnMouseWheel(nFlags, zDelta, point);
}
ID GSG_Sound::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
{
return CGsGame::OnChar(nChar, nRepCnt, nFlags);
}
ID GSG_Sound::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
{
return CGsGame::OnKeyDown(nChar, nRepCnt, nFlags);
}
ID GSG_Sound::OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags)
{
return CGsGame::OnKeyUp(nChar, nRepCnt, nFlags);
}
FLAG GSG_Sound::Update(DWORD dwPassTime)
{
return 0;
}
HRESULT GSG_Sound::Render()
{
return S_OK;
}
HRESULT GSG_Sound::Draw(CGsSurface *pSurface)
{
return S_OK;
}
VOID GSG_Sound::Cleanup()
{
CGsGame::Cleanup();
}
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