📄 gamehigh.cpp
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// GameHigh.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "GameHigh.h"
#include "MainFrm.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CGameHighApp
BEGIN_MESSAGE_MAP(CGameHighApp, CWinApp)
//{{AFX_MSG_MAP(CGameHighApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CGameHighApp construction
CGameHighApp::CGameHighApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
pMainData =NULL;
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CGameHighApp object
CGameHighApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CGameHighApp initialization
BOOL CGameHighApp::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.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Change the registry key under which our settings are stored.
// TODO: You should modify this string to be something appropriate
// such as the name of your company or organization.
SetRegistryKey(_T("Local AppWizard-Generated Applications"));
m_FaceList.Init();
if(NULL == pMainData)
{
pMainData =new CMainData();
}
ASSERT(pMainData);
if(NULL == pMainData)
{
return FALSE;
}
CLoginDlg m_LoginDlg;
if(IDOK != m_LoginDlg.DoModal())
{
::PostQuitMessage(0);
return FALSE;
}
//提取军棋Dll
hJQLib =::LoadLibrary("jq.dll");
CString strUser =m_LoginDlg.GetUser();
CString strPass =m_LoginDlg.GetPass();
// To create the main window, this code creates a new frame window
// object and then sets it as the application's main window object.
CMainFrame* pFrame = new CMainFrame(strUser, strPass);
m_pMainWnd = pFrame;
// The one and only window has been initialized, so show and update it.
pFrame->ShowWindow(SW_SHOWMAXIMIZED);
pFrame->UpdateWindow();
return TRUE;
}
CFaceList* gpFaceList =theApp.GetFaceList();
CMainData* gpMainData =theApp.GetMainData();
/////////////////////////////////////////////////////////////////////////////
// CGameHighApp message handlers
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
// No message handlers
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// App command to run the dialog
void CGameHighApp::OnAppAbout()
{
CAboutDlg aboutDlg;
aboutDlg.DoModal();
}
/////////////////////////////////////////////////////////////////////////////
// CGameHighApp message handlers
CFaceList* CGameHighApp::GetFaceList()
{
return &m_FaceList;
}
int CGameHighApp::ExitInstance()
{
SAFE_CHECKPOINTER(pMainData)
{
delete pMainData;
pMainData =NULL;
}
SAFE_CHECKPOINTER(hJQLib)
{
ENDMODUAL endmodual=(ENDMODUAL)GetProcAddress(hJQLib, "EndModal");
if(NULL != endmodual)
{
endmodual();
}
::FreeLibrary(hJQLib);
}
return CWinApp::ExitInstance();
}
CMainData* CGameHighApp::GetMainData()
{
return pMainData;
}
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