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📄 gamebody.cpp

📁 游戏框架
💻 CPP
📖 第 1 页 / 共 2 页
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// <p>    IGameObject * pGameObject</p>
// <p>    float x</p>
// <p>    float y</p>
// <p>    int nType</p>
// <p>    int nKey</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnMouseOver(IGameObject* pGameObject, float x, float y, int nType, UINT nMessage, UINT nComboKey){
	if(m_pCurrentSection)
		return m_pCurrentSection->OnMouseOver(pGameObject, x, y, nType, nMessage, nComboKey);
	return false;
}

//************************************
// <p>Description: 键盘事件</p>
// <p>Parameters:  </p>
// <p>    TCHAR nType</p>
// <p>    UINT nFlag</p>
// <p>    char cChar</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnKeyPass(TCHAR nKey, UINT nFlag){
	if(m_pCurrentSection){
		return m_pCurrentSection->OnKeyPass(nKey, nFlag);
	}
	return false;
}

//************************************
// <p>Description: 键盘事件</p>
// <p>Parameters:  </p>
// <p>    UINT nKey</p>
// <p>    UINT nFlag</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnKeyUp(UINT nKey, UINT nFlag){
	if(m_pCurrentSection)
		return m_pCurrentSection->OnKeyUp(nKey, nFlag);
	return false;
}

//************************************
// <p>Description: 键盘事件</p>
// <p>Parameters:  </p>
// <p>    UINT nKey</p>
// <p>    UINT nFlag</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnKeyDown(UINT nKey, UINT nFlag){
	if(m_pCurrentSection)
		return m_pCurrentSection->OnKeyDown(nKey, nFlag);
	return false;
}

//************************************
// <p>Description: 视图激活</p>
// <p>Parameters:  </p>
// <p>    WORD wActionArea</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnActionAreaActive(WORD wActionArea){
	if(m_pCurrentSection)
		return m_pCurrentSection->OnActionAreaActive(wActionArea);

	return false;
}

//************************************
// <p>Description: 网络事件</p>
// <p>Parameters:  </p>
// <p>    COPYDATASTRUCT * lpCopyData</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnNetworkEvent(COPYDATASTRUCT* lpCopyData){
	if(m_pCurrentSection)
		m_pCurrentSection->OnNetworkEvent(lpCopyData);
}

//************************************
// <p>Description: 游戏事件</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnGameEvent(){
	if(m_pCurrentSection)
		m_pCurrentSection->OnGameEvent();
}

//************************************
// <p>Description: 失去焦点</p>
// <p>Parameters:  </p>
//	  Randy 8-27
// <p>Returns:   void</p>
//************************************
void CGameBody::OnFocusLostFunc(){
	if(m_pCurrentSection)
		m_pCurrentSection->OnFocusLostFunc();
}

//************************************
// <p>Description: 重获焦点</p>
// <p>Parameters:  </p>
//	Randy 8-27
// <p>Returns:   void</p>
//************************************
void CGameBody::OnFocusGainFunc(){
	if(m_pCurrentSection)
		m_pCurrentSection->OnFocusGainFunc();
}

//************************************
// <p>Description: 每帧事件</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnFrame(){
	if(m_pCurrentSection){
		//资源已加载则执行默认的帧处理函数
		if(m_pCurrentSection->IsLoaded())
			m_pCurrentSection->OnFrame();
		else
			//否则执行OnLoading函数内的处理
			m_pCurrentSection->OnLoading();
	}
}

//************************************
// <p>Description: 预渲染事件</p>
// <p>Parameters:  </p>
// <p>    WPARAM wParam</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnPreRender(WPARAM wParam){
	if(m_pCurrentSection)
		m_pCurrentSection->OnPreRender(wParam);
}

//************************************
// <p>Description: 渲染事件</p>
// <p>Parameters:  </p>
// <p>    WPARAM wParam</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnRender(WPARAM wParam){
	if(m_pCurrentSection)
		m_pCurrentSection->OnRender(wParam);
}

//************************************
// <p>Description: 系统控件消息</p>
// <p>Parameters:  </p>
// <p>    WPARAM wParam</p>
// <p>    LPARAM lParam</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnControlMessage(IGameObject* pIGameObject, WPARAM wParam,LPARAM lParam){
	if(m_pCurrentSection){
		m_pCurrentSection->OnControlMessage(pIGameObject, wParam, lParam);
	}
}

//************************************
// <p>Description: 用户消息</p>
// <p>Parameters:  </p>
// <p>    WPARAM wParam</p>
// <p>    LPARAM lParam</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnUserMessage(WPARAM wParam,LPARAM lParam){
	return;
}

//************************************
// <p>Description: Windows消息处理函数</p>
// <p>Parameters:  </p>
// <p>    UINT Msg</p>
// <p>    WPARAM wParam</p>
// <p>    LPARAM lParam</p>
//
// <p>Returns:   void</p>
//************************************
void CGameBody::OnWindowMsgProce(UINT Msg,WPARAM wParam,LPARAM lParam){
}

//************************************
// <p>Description: 调度模块启动</p>
// <p>Parameters:  </p>
// <p>    IUnknownEx * pIUnknownEx</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::StartService(IUnknownEx * pIUnknownEx){
	//m_pTimerEngine			= new CTimerEngine();
	//m_pQueueServiceEvent	= new CQueueServiceEvent();
	////设置计时器队列钩子
	//m_pTimerEngine->SetTimerEngineSink((IUnknownEx*)m_pQueueServiceEvent->QueryInterface(IID_IUnknownEx, VER_IUnknownEx));
	////
	//m_pQueueServiceEvent->SetQueueService((IQueueService*)m_pTimerEngine->QueryInterface(IID_IQueueService, VER_IQueueService));

	//m_pTimerEngine->StartService();
	return true;
}

//************************************
// <p>Description: 调度模块关闭</p>
// <p>Parameters:  </p>
// <p>    IUnknownEx * pIUnknownEx</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::StopService(IUnknownEx * pIUnknownEx){

	//if(m_pQueueServiceEvent){
	//	//m_pTimerEngine->StopService();
	//	SafeDelete(m_pQueueServiceEvent);
	//}

	//if(m_pTimerEngine){
	//	//m_pTimerEngine->StopService();
	//	SafeDelete(m_pTimerEngine);
	//}

	return true;
}

//************************************
// <p>Description: 事件处理接口</p>
// <p>Parameters:  </p>
// <p>    WORD wIdentifier</p>
// <p>    void * pBuffer</p>
// <p>    WORD wDataSize</p>
// <p>    DWORD dwInsertTime</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnAttemperEvent(WORD wIdentifier, void * pBuffer, WORD wDataSize, DWORD dwInsertTime){
	return true;
}

//************************************
// <p>Description: 定时器事件</p>
// <p>Parameters:  </p>
// <p>    WORD wTimerID</p>
// <p>    WPARAM wBindParam</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventTimer(WORD wTimerID, WPARAM wBindParam){
	if(m_pCurrentSection)
		m_pCurrentSection->OnEventTimer(wTimerID, wBindParam);
	return true;
}

//************************************
// <p>Description: 动作结束事件</p>
// <p>Parameters:  </p>
// <p>    IGameObject * pIGameObject</p>
// <p>    WORD wActionID</p>
// <p>    DWORD dwRepeatTimes</p>
// <p>    WPARAM wBindParam</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventAction(IGameObject* pIGameObject, WORD wActionID, DWORD dwRepeatTimes, WPARAM wBindParam){
	if(m_pCurrentSection)
		m_pCurrentSection->OnEventAction(pIGameObject, wActionID, dwRepeatTimes, wBindParam);
	return true;
}

//************************************
// <p>Description: 数据库事件</p>
// <p>Parameters:  </p>
// <p>    void * pDataBuffer</p>
// <p>    WORD wDataSize</p>
// <p>    NTY_DataBaseEvent * pDataBaseEvent</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventDataBase(void * pDataBuffer, WORD wDataSize, NTY_DataBaseEvent * pDataBaseEvent){
	return true;
}

//************************************
// <p>Description: 网络应答事件</p>
// <p>Parameters:  </p>
// <p>    NTY_SocketAcceptEvent * pSocketAcceptEvent</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventSocketAccept(NTY_SocketAcceptEvent * pSocketAcceptEvent){
	return true;
}

//************************************
// <p>Description: 网络读取事件</p>
// <p>Parameters:  </p>
// <p>    CMD_Command Command</p>
// <p>    void * pDataBuffer</p>
// <p>    WORD wDataSize</p>
// <p>    NTY_SocketReadEvent * pSocketReadEvent</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventSocketRead(CMD_Command Command, void * pDataBuffer, WORD wDataSize, NTY_SocketReadEvent * pSocketReadEvent){
	return true;
}

//************************************
// <p>Description: 网络关闭事件</p>
// <p>Parameters:  </p>
// <p>    NTY_SocketCloseEvent * pSocketCloseEvent</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventSocketClose(NTY_SocketCloseEvent * pSocketCloseEvent){
	return true;
}

//************************************
// <p>Description: 网络连接消息</p>
// <p>Parameters:  </p>
// <p>    int iErrorCode</p>
// <p>    LPCTSTR pszErrorDesc</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventClientSocketConnect(int iErrorCode, LPCTSTR pszErrorDesc){
	return true;
}

//************************************
// <p>Description: 网络读取消息</p>
// <p>Parameters:  </p>
// <p>    CMD_Command Command</p>
// <p>    void* pBuffer</p>
// <p>    WORD wDataSize</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventClientSocketRead(CMD_Command Command, void * pBuffer, WORD wDataSize){
	return true;
}

//************************************
// <p>Description: 网络关闭消息</p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::OnEventClientSocketClose(){
	return true;
}

//************************************
// <p>Description: 释放对象</p>
// <p>Parameters:  </p>
//
// <p>Returns:   bool</p>
//************************************
bool CGameBody::Release(){
	if(IsValid())
		delete this;

	return true;
}

//************************************
// <p>Description: 接口查询</p>
// <p>Parameters:  </p>
// <p>    const IID & Guid</p>
// <p>    DWORD dwQueryVer</p>
//
// <p>Returns:   void *</p>
//************************************
void * CGameBody::QueryInterface(const IID & Guid, DWORD dwQueryVer){
	QUERYINTERFACE(IGameBody,Guid,dwQueryVer);
	QUERYINTERFACE(IAttemperEngineSink,Guid,dwQueryVer);
	QUERYINTERFACE_IUNKNOWNEX(IGameBody,Guid,dwQueryVer);
	return NULL;
}

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