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📄 gamehigh.cpp

📁 Visual C++网络游戏设计与实现(附书源码)
💻 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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