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📄 fiveplusdlg.cpp

📁 该程序功能:用JAVa实现的彩色五珠棋小游戏
💻 CPP
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// FivePlusDlg.cpp : implementation file
//

#include "stdafx.h"
#include "FivePlus.h"
#include "FivePlusDlg.h"
#include "HighScoreDlg.h"
#include "DlgProxy.h"
#include "SettingDlg.h"
#include <winuser.h>

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// 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)
	afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
	afx_msg BOOL OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message);
	//}}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)
	ON_WM_LBUTTONDOWN()
	ON_WM_SETCURSOR()
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CFivePlusDlg dialog

IMPLEMENT_DYNAMIC(CFivePlusDlg, CDialog);

CFivePlusDlg::CFivePlusDlg(CWnd* pParent /*=NULL*/)
	: CDialog(CFivePlusDlg::IDD, pParent)
{
	//{{AFX_DATA_INIT(CFivePlusDlg)
		// NOTE: the ClassWizard will add member initialization here
	//}}AFX_DATA_INIT
	// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
	m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
	m_pAutoProxy = NULL;
}

CFivePlusDlg::~CFivePlusDlg()
{
	// If there is an automation proxy for this dialog, set
	//  its back pointer to this dialog to NULL, so it knows
	//  the dialog has been deleted.
	if (m_pAutoProxy != NULL)
		m_pAutoProxy->m_pDialog = NULL;
	if ( m_dcBK.m_hDC )
		m_dcBK.DeleteDC();
	if ( m_bmpBK.m_hObject )
		m_bmpBK.DeleteObject();

	if ( m_dcGrid.m_hDC )
		m_dcGrid.DeleteDC();	
	if ( m_bmpGrid.m_hObject ){
		m_bmpGrid.DeleteObject();
	}
	
	if ( m_dcNumber.m_hDC )
		m_dcNumber.DeleteDC();	
	if ( m_bmpNumber.m_hObject ){
		m_bmpNumber.DeleteObject();
	}	

	if ( m_dcOneGrid.m_hDC )
		m_dcOneGrid.DeleteDC();
	if ( m_bmpOneGrid.m_hObject ){
		m_bmpOneGrid.DeleteObject();
	}
	
}

void CFivePlusDlg::DoDataExchange(CDataExchange* pDX)
{
	CDialog::DoDataExchange(pDX);
	//{{AFX_DATA_MAP(CFivePlusDlg)
		// NOTE: the ClassWizard will add DDX and DDV calls here
	//}}AFX_DATA_MAP
}

BEGIN_MESSAGE_MAP(CFivePlusDlg, CDialog)
	//{{AFX_MSG_MAP(CFivePlusDlg)
	ON_WM_SYSCOMMAND()
	ON_WM_PAINT()
	ON_WM_QUERYDRAGICON()
	ON_WM_CLOSE()
	ON_COMMAND(ID_GAME_NEW, OnGameNew)
	ON_WM_LBUTTONDOWN()
	ON_WM_TIMER()
	ON_WM_DESTROY()
	ON_COMMAND(ID_HELP_ABOUT, OnAboutbox)
	ON_WM_CREATE()
	ON_COMMAND(ID_GAME_SCORE, OnGameScore)
	ON_COMMAND(ID_HELP_HOW_TO_PLAY, OnHelpHowToPlay)
	ON_WM_HELPINFO()
	ON_COMMAND(ID_TOOL_SETTING, OnToolSetting)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CFivePlusDlg message handlers

BOOL CFivePlusDlg::OnInitDialog()
{
	CDialog::OnInitDialog();

	// Add "About..." menu item to system menu.

	// IDM_ABOUTBOX must be in the system command range.
	ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
	ASSERT(IDM_ABOUTBOX < 0xF000);

	CMenu* pSysMenu = GetSystemMenu(FALSE);
	if (pSysMenu != NULL)
	{
		CString strAboutMenu;
		strAboutMenu.LoadString(IDS_ABOUTBOX);
		if (!strAboutMenu.IsEmpty())
		{
			pSysMenu->AppendMenu(MF_SEPARATOR);
			pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
		}
	}

	// Set the icon for this dialog.  The framework does this automatically
	//  when the application's main window is not a dialog
	SetIcon(m_hIcon, TRUE);			// Set big icon
	SetIcon(m_hIcon, FALSE);		// Set small icon
	
	// TODO: Add extra initialization here
	CClientDC dc(this);
		
	m_dcBK.CreateCompatibleDC(&dc);
	CFivePlusApp* theApp = (CFivePlusApp*)::AfxGetApp();
	HBITMAP hbmp = (HBITMAP)::LoadImage(::AfxGetInstanceHandle(),
		theApp->m_szWorkPath + "\\res\\BK.bmp", IMAGE_BITMAP, 0, 0, 
		LR_DEFAULTCOLOR|LR_LOADFROMFILE);
	m_bmpBK.Attach(hbmp);
	//m_bmpBK.LoadBitmap(IDB_BITMAP_BACKGROUND);
	m_dcBK.SelectObject(&m_bmpBK);
	
	m_dcGrid.CreateCompatibleDC(&dc);
	hbmp = (HBITMAP)::LoadImage(::AfxGetInstanceHandle(),
		theApp->m_szWorkPath + "\\res\\ALL_GRID.bmp", IMAGE_BITMAP, 0, 0, 
		LR_DEFAULTCOLOR|LR_LOADFROMFILE);
	m_bmpGrid.Attach(hbmp);
	//m_bmpGrid.LoadBitmap(IDB_BITMAP_ALL_GRID);
	m_dcGrid.SelectObject(&m_bmpGrid);
	
	m_dcNumber.CreateCompatibleDC(&dc);
	hbmp = (HBITMAP)::LoadImage(::AfxGetInstanceHandle(),
		theApp->m_szWorkPath + "\\res\\NUMBER.bmp", IMAGE_BITMAP, 0, 0, 
		LR_DEFAULTCOLOR|LR_LOADFROMFILE);
	m_bmpNumber.Attach(hbmp);
	//m_bmpNumber.LoadBitmap(IDB_BITMAP_NUMBER);		
	m_dcNumber.SelectObject(&m_bmpNumber);
	
	m_dcOneGrid.CreateCompatibleDC(&dc);
	m_bmpOneGrid.CreateCompatibleBitmap(&dc, GRID_WIDTH, GRID_HEIGHT);
	m_dcOneGrid.SelectObject(&m_bmpOneGrid);
	m_rectPlayArea.SetRect(0,
		PLAY_AREA_TOP,
		GRID_NUM_HOR * (GRID_WIDTH + 2),
		PLAY_AREA_TOP + GRID_NUM_VER * (GRID_HEIGHT + 2));

	m_rectNextBalls.SetRect(NEXT_GRID_LEFT,
		NEXT_GRID_TOP,
		NEXT_GRID_LEFT + (GRID_WIDTH + 2)*3 - 2,
		NEXT_GRID_TOP + GRID_HEIGHT);
	
	m_rectScore.SetRect(4, 2, 4 + 4*30, 2 + 42);
	m_bfSelect.BlendOp = AC_SRC_OVER;
	m_bfSelect.BlendFlags = 0;
	m_bfSelect.SourceConstantAlpha = 0;
	m_bfSelect.AlphaFormat = 0;

	m_bfDisappear.BlendOp = AC_SRC_OVER;
	m_bfDisappear.BlendFlags = 0;
	m_bfDisappear.SourceConstantAlpha = 0;
	m_bfDisappear.AlphaFormat = 0;

	m_nTimerSelected = SetTimer(FLASH_SELECT, m_gameModel.m_nSelectInterval, 0);	
	m_posCurMove = NULL;	
	m_bIsMoving = FALSE;
	m_bIsDisappearing = FALSE;	
	//OnGameNew();	
	return TRUE;  // return TRUE  unless you set the focus to a control
}

void CFivePlusDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
	if ((nID & 0xFFF0) == IDM_ABOUTBOX)
	{
		CAboutDlg dlgAbout;
		dlgAbout.DoModal();
	}
	else
	{
		CDialog::OnSysCommand(nID, lParam);
	}
}

// If you add a minimize button to your dialog, you will need the code below
//  to draw the icon.  For MFC applications using the document/view model,
//  this is automatically done for you by the framework.

void CFivePlusDlg::OnPaint() 
{
	if (IsIconic())
	{
		CPaintDC dc(this); // device context for painting

		SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);

		// Center icon in client rectangle
		int cxIcon = GetSystemMetrics(SM_CXICON);
		int cyIcon = GetSystemMetrics(SM_CYICON);
		CRect rect;
		GetClientRect(&rect);
		int x = (rect.Width() - cxIcon + 1) / 2;
		int y = (rect.Height() - cyIcon + 1) / 2;

		// Draw the icon
		dc.DrawIcon(x, y, m_hIcon);
	}
	else
	{
		CPaintDC dc(this);				
		dc.BitBlt(0, 0, 360, 410, &m_dcBK,
			0, 0, SRCCOPY);
		this->DrawScore(&dc);
		DrawNextBalls(&dc);
		this->DrawGrid(&dc);		

		CDialog::OnPaint();
	}
}

// The system calls this to obtain the cursor to display while the user drags
//  the minimized window.
HCURSOR CFivePlusDlg::OnQueryDragIcon()
{
	return (HCURSOR) m_hIcon;
}

// Automation servers should not exit when a user closes the UI
//  if a controller still holds on to one of its objects.  These
//  message handlers make sure that if the proxy is still in use,
//  then the UI is hidden but the dialog remains around if it
//  is dismissed.

void CFivePlusDlg::OnClose() 
{
	if (CanExit())
		CDialog::OnClose();
}

void CFivePlusDlg::OnOK() 
{
	if (CanExit())
		CDialog::OnOK();
}

void CFivePlusDlg::OnCancel() 
{
	if (CanExit())
		CDialog::OnCancel();
}

BOOL CFivePlusDlg::CanExit()
{
	// If the proxy object is still around, then the automation
	//  controller is still holding on to this application.  Leave
	//  the dialog around, but hide its UI.
	if (m_pAutoProxy != NULL)
	{
		ShowWindow(SW_HIDE);
		return FALSE;
	}

	if ( m_bIsDisappearing || m_bIsMoving )
		return FALSE;
	return TRUE;
}


void CFivePlusDlg::OnGameNew() 
{
	// TODO: Add your command handler code here
	
	m_gameModel.NewGame();
	
	InvalidateRect(&m_rectPlayArea);
	InvalidateRect(&m_rectNextBalls);	
	InvalidateRect(&m_rectScore);
}

BOOL CFivePlusDlg::DrawGrid(CDC* dc)
{
	for ( int i = 0; i < GRID_NUM_HOR; i++ ){
		for ( int j = 0; j < GRID_NUM_VER; j++ ){
			if ( m_gameModel.m_grid[i][j] != NOTHING ){
				
				if ( m_gameModel.m_bHasSel && ( m_gameModel.m_ptSel.x == i )
					&& ( m_gameModel.m_ptSel.y == j ) ){
				
				}else{
					dc->BitBlt(1 + i*(GRID_WIDTH+2), 
						PLAY_AREA_TOP + 1 + j*(GRID_HEIGHT+2),
						GRID_WIDTH,
						GRID_HEIGHT,
						&m_dcGrid,
						(m_gameModel.m_grid[i][j] - 1)*GRID_WIDTH,
						0,
						SRCCOPY);
				}				
			}
		}
	}
	return TRUE;
}

BOOL CFivePlusDlg::DrawNextBalls(CDC *dc)
{
	for ( int i = 0; i < 3; i++ ){
		if ( m_gameModel.m_currentGrid[i] != NOTHING ){
			//m_dcGrid.SelectObject(&m_bmpGrid[m_gameModel.m_currentGrid[i]]);
			dc->BitBlt(NEXT_GRID_LEFT + i*(GRID_WIDTH+2), 
				NEXT_GRID_TOP,
				GRID_WIDTH,
				GRID_HEIGHT,
				&m_dcGrid,
				(m_gameModel.m_currentGrid[i] - 1)*GRID_WIDTH,
				0,
				SRCCOPY);
		}
	}	
	return TRUE;
}

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