📄 gsg_particles.h
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// GSG_Particles.h: interface for the GSG_Particles class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GSG_PARTICLES_H__3C3DC209_383A_4C9C_8DD7_4FFA7F4CEF55__INCLUDED_)
#define AFX_GSG_PARTICLES_H__3C3DC209_383A_4C9C_8DD7_4FFA7F4CEF55__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class GSG_Particles : public CGsGame
{
CGsParticleEmitter m_particles;
CDlgToolsParticles dlg_tools;
GPOINT m_pos_drag;
GPOINT m_pos_grid;
BOOL m_bStartDrag;
protected:
GPOINT m_pos_show;
D3DCOLOR m_color_base_grid;
public:
GPOINT m_pos_base;
GPOINT m_pos_base_fix;
public:
BOOL Create();
GSG_Particles(CGsEngine* pEngine);
virtual ~GSG_Particles();
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);
};
#endif // !defined(AFX_GSG_PARTICLES_H__3C3DC209_383A_4C9C_8DD7_4FFA7F4CEF55__INCLUDED_)
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