📄 fangkuai.cpp
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// fangkuai.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "fangkuai.h"
#include "fangkuaiDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CFangkuaiApp
BEGIN_MESSAGE_MAP(CFangkuaiApp, CWinApp)
//{{AFX_MSG_MAP(CFangkuaiApp)
ON_BN_CLICKED(IDC_GameOver, OnGameOver)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CFangkuaiApp construction
CFangkuaiApp::CFangkuaiApp()
: CWinApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CFangkuaiApp object
CFangkuaiApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CFangkuaiApp initialization
BOOL CFangkuaiApp::InitInstance()
{
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
CFangkuaiDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
void CFangkuaiApp::OnGameOver()
{
// TODO: Add your control notification handler code here
}
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