📄 wuzidlg.h
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// wuziDlg.h : header file
//
#if !defined(AFX_WUZIDLG_H__8D9E1C3C_AAB0_4E3F_87F0_0774A2776E3A__INCLUDED_)
#define AFX_WUZIDLG_H__8D9E1C3C_AAB0_4E3F_87F0_0774A2776E3A__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Node.h"
#include "GameSocket.h" // Added by ClassView
#include "HestoryDlg.h"
/////////////////////////////////////////////////////////////////////////////
// CWuziDlg dialog
class CWuziDlg : public CDialog
{
// Construction
public:
void CreateFolder();
int shu;
void GetParIp();
struct hostent* phost;
CString m_host;
CString m_parip;
void GetHost();
void ShowMsg(CString str);
COLORREF m_color;
CBrush m_brush;
void IsConnect(bool bl);
void OnClose();
NODE* GetNodeFromPoint(CPoint pt);
void SetRecentNode(NODE* node);
NODE* IsWin(NODE *pCur);
void InitAllInfo();
NODE* GetNode(CPoint pt);
afx_msg void OnConnect();
void Send();
void OnAccept();
void OnReceive();
void DrawGrid(int row,int col);
CWuziDlg(CWnd* pParent = NULL); // standard constructor
private:
NODE nodes[11][11];
int col;
int row;
int cx;
int cy;
int x ;
int y ;
// Dialog Data
//{{AFX_DATA(CWuziDlg)
enum { IDD = IDD_WUZI_DIALOG };
CIPAddressCtrl m_IP;
CStatic m_curtime;
CStatic m_betime;
CString m_message;
CString m_show;
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CWuziDlg)
public:
virtual BOOL PreTranslateMessage(MSG* pMsg);
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
HICON m_hIcon;
// Generated message map functions
//{{AFX_MSG(CWuziDlg)
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg void OnStart();
afx_msg void OnSend();
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnCut();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
private:
CString m_time;
BOOL m_IsServer;//判断是作为服务器还是客户机
CString m_addr;
CGameSocket m_cliensock;//作为客户机时的套接字
CGameSocket m_serconsock;//作为服务器时的连接套接字
CGameSocket m_sersock;//作为服务器时的监听套接字
CPoint m_Endpt;
CPoint m_Startpt;
BOOL m_IsDown;
BOOL m_IsStart;
BOOL m_IsWin;
bool m_run;
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_WUZIDLG_H__8D9E1C3C_AAB0_4E3F_87F0_0774A2776E3A__INCLUDED_)
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