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📄 mainfrm.cpp

📁 visual c++ 专业游戏程序设计的初级代码
💻 CPP
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// MainFrm.cpp : implementation of the CMainFrame class
//

#include "stdafx.h"
#include "Game.h"

#include "MainFrm.h"

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

/////////////////////////////////////////////////////////////////////////////
// CMainFrame

IMPLEMENT_DYNAMIC(CMainFrame, CFrameWnd)

BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
	//{{AFX_MSG_MAP(CMainFrame)
		// NOTE - the ClassWizard will add and remove mapping macros here.
		//    DO NOT EDIT what you see in these blocks of generated code !
	ON_WM_CREATE()
	ON_WM_SETFOCUS()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CMainFrame construction/destruction

CMainFrame::CMainFrame()
{
	// TODO: add member initialization code here
	
}

CMainFrame::~CMainFrame()
{
}

int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
	if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
		return -1;

	// create a view to occupy the client area of the frame
	if (!m_wndView.Create(NULL, NULL, AFX_WS_DEFAULT_VIEW,
		CRect(0, 0, 0, 0), this, AFX_IDW_PANE_FIRST, NULL))
	{
		TRACE0("Failed to create view window\n");
		return -1;
	}
	Fullscreen();

	return 0;
}

BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
	if( !CFrameWnd::PreCreateWindow(cs) )
		return FALSE;
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	cs.dwExStyle = WS_EX_CLIENTEDGE;
	cs.style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
	cs.lpszClass = AfxRegisterWndClass(0, 0, (HBRUSH)::GetStockObject(BLACK_BRUSH));

	CRect rcArea;
	SystemParametersInfo(SPI_GETWORKAREA, NULL, &rcArea, NULL);
	CRect	rect(0, 0, CGameApp::Width, CGameApp::Height);
	::AdjustWindowRectEx(&rect, cs.style, TRUE, cs.dwExStyle);

	cs.cx = rect.Width();
	cs.cy = rect.Height();
	cs.x = rcArea.left + (rcArea.Width() - cs.cx) / 2;
	cs.y = rcArea.top + (rcArea.Height() - cs.cy) / 2;

	return TRUE;
}

/////////////////////////////////////////////////////////////////////////////
// CMainFrame diagnostics

#ifdef _DEBUG
void CMainFrame::AssertValid() const
{
	CFrameWnd::AssertValid();
}

void CMainFrame::Dump(CDumpContext& dc) const
{
	CFrameWnd::Dump(dc);
}

#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMainFrame message handlers
void CMainFrame::OnSetFocus(CWnd* pOldWnd)
{
	// forward focus to the view window
	m_wndView.SetFocus();
}

BOOL CMainFrame::OnCmdMsg(UINT nID, int nCode, void* pExtra, AFX_CMDHANDLERINFO* pHandlerInfo)
{
	// let the view have first crack at the command
	if (m_wndView.OnCmdMsg(nID, nCode, pExtra, pHandlerInfo))
		return TRUE;

	// otherwise, do default handling
	return CFrameWnd::OnCmdMsg(nID, nCode, pExtra, pHandlerInfo);
}

/////////////////////////////////////////////////////////////////////////////

void CMainFrame::Fullscreen()
{
	//使用ChangeDisplayMode
	((CGameApp *)AfxGetApp())->ChangeDisplayMode();
	
	ModifyStyle(WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, 0, 0);
	ModifyStyleEx(WS_EX_CLIENTEDGE, 0, 0);
	SetMenu(NULL);
	SetWindowPos(&wndTop, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN), SWP_SHOWWINDOW);
	RecalcLayout();
}

void CMainFrame::RecalcLayout(BOOL bNotify) 
{
	// TODO: Add your specialized code here and/or call the base class
	
//	CFrameWnd::RecalcLayout(bNotify);

	int width = GetSystemMetrics(SM_CXSCREEN);
	int height = GetSystemMetrics(SM_CYSCREEN);
	int x = (width - CGameApp::Width) / 2;
	int y = (height - CGameApp::Height) / 2;
	if (m_wndView.m_hWnd)
		m_wndView.SetWindowPos(&wndTop, x, y, CGameApp::Width, CGameApp::Height, SWP_SHOWWINDOW);
}

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