📄 gamebody.cpp
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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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