📄 mygamedoc.cpp
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// MyGameDoc.cpp : implementation of the CMyGameDoc class
//
#include "stdafx.h"
#include "MyGame.h"
#include "MyGameDoc.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyGameDoc
IMPLEMENT_DYNCREATE(CMyGameDoc, CDocument)
BEGIN_MESSAGE_MAP(CMyGameDoc, CDocument)
//{{AFX_MSG_MAP(CMyGameDoc)
// 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()
BEGIN_DISPATCH_MAP(CMyGameDoc, CDocument)
//{{AFX_DISPATCH_MAP(CMyGameDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_DISPATCH_MAP
END_DISPATCH_MAP()
// Note: we add support for IID_IMyGame to support typesafe binding
// from VBA. This IID must match the GUID that is attached to the
// dispinterface in the .ODL file.
// {A18A5B0F-5123-4F98-9DE2-94058EC209C1}
static const IID IID_IMyGame =
{ 0xa18a5b0f, 0x5123, 0x4f98, { 0x9d, 0xe2, 0x94, 0x5, 0x8e, 0xc2, 0x9, 0xc1 } };
BEGIN_INTERFACE_MAP(CMyGameDoc, CDocument)
INTERFACE_PART(CMyGameDoc, IID_IMyGame, Dispatch)
END_INTERFACE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMyGameDoc construction/destruction
CMyGameDoc::CMyGameDoc()
{
// TODO: add one-time construction code here
EnableAutomation();
AfxOleLockApp();
}
CMyGameDoc::~CMyGameDoc()
{
AfxOleUnlockApp();
}
BOOL CMyGameDoc::OnNewDocument()
{
if (!CDocument::OnNewDocument())
return FALSE;
// TODO: add reinitialization code here
// (SDI documents will reuse this document)
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CMyGameDoc serialization
void CMyGameDoc::Serialize(CArchive& ar)
{
if (ar.IsStoring())
{
// TODO: add storing code here
}
else
{
// TODO: add loading code here
}
}
/////////////////////////////////////////////////////////////////////////////
// CMyGameDoc diagnostics
#ifdef _DEBUG
void CMyGameDoc::AssertValid() const
{
CDocument::AssertValid();
}
void CMyGameDoc::Dump(CDumpContext& dc) const
{
CDocument::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyGameDoc commands
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