📄 mainfrm.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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