📄 keygameview.h
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// KEYGameView.h : CKEYGameView 类的接口
//
#pragma once
class CKEYGameView : public CView
{
protected: // 仅从序列化创建
CKEYGameView();
DECLARE_DYNCREATE(CKEYGameView)
// 属性
public:
CKEYGameDoc* GetDocument() const;
int i;
int j;
int r;
int X1;
int Y1;
int X2;
int Y2;
int life;
UINT VirKey;
int LocationY;
int LocationX;
char str[8];
int ChessBoard[10][10];
int a,b;
CBrush br;
CBrush br1;
CBrush br2;
char rule[500];
// 操作
public:
// 重写
public:
virtual void OnDraw(CDC* pDC); // 重写以绘制该视图
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
protected:
virtual BOOL OnPreparePrinting(CPrintInfo* pInfo);
virtual void OnBeginPrinting(CDC* pDC, CPrintInfo* pInfo);
virtual void OnEndPrinting(CDC* pDC, CPrintInfo* pInfo);
// 实现
public:
virtual ~CKEYGameView();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
// 生成的消息映射函数
protected:
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnFirstMenu1();
public:
afx_msg void OnFirstMenu2();
public:
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
public:
afx_msg void OnFirstMenu3();
public:
afx_msg void OnFirstMenu4();
public:
afx_msg void OnFirstMenu5();
};
#ifndef _DEBUG // KEYGameView.cpp 中的调试版本
inline CKEYGameDoc* CKEYGameView::GetDocument() const
{ return reinterpret_cast<CKEYGameDoc*>(m_pDocument); }
#endif
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