📄 canvasframe.cpp
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// canvasFrame.cpp : implementation file
//
#include "stdafx.h"
#include "canvasr.h"
#include "canvasFrame.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// canvasFrame
IMPLEMENT_DYNCREATE(canvasFrame, CFrameWnd)
canvasFrame::canvasFrame()
{
RECT rect;
Create(NULL,"梦幻泡泡 (有兴趣可以访问游戏娱乐分享网www.jin32.com)");
CClientDC dc(this);
int width = dc.GetDeviceCaps(HORZRES);
int height = dc.GetDeviceCaps(VERTRES);
GetWindowRect( &rect );
width = ( width - ( rect.right - rect.left ))/2 ;
height = (height - (rect.bottom - rect.top ))/2 ;
MoveWindow( width , height , (rect.right - rect.left ) , (rect.bottom - rect.top ) ,true);
HICON m_hIcon = AfxGetApp()->LoadIcon(IDI_ICON);
SetIcon(m_hIcon, TRUE);
}
canvasFrame::~canvasFrame()
{
}
BEGIN_MESSAGE_MAP(canvasFrame, CFrameWnd)
//{{AFX_MSG_MAP(canvasFrame)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// canvasFrame message handlers
BOOL appLoadGameData();
LRESULT canvasFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
// TODO: Add your specialized code here and/or call the base class
switch( message )
{
case WM_CREATE :
//draw
if( !d3dCreate( m_hWnd , 640 , 480 , true ))
return PostMessage( WM_CLOSE );
//input
if( !diCreate( AfxGetInstanceHandle() , m_hWnd ))
return PostMessage( WM_CLOSE );
//Load Image
if( !appLoadGameData())
return PostMessage( WM_CLOSE );
//
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