📄 mygameview.h
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// MyGameView.h : interface of the CMyGameView class
//
/////////////////////////////////////////////////////////////////////////////
#if !defined(AFX_MYGAMEVIEW_H__A648B7F3_4A98_4889_B7EA_072308F1B841__INCLUDED_)
#define AFX_MYGAMEVIEW_H__A648B7F3_4A98_4889_B7EA_072308F1B841__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "MyStru.h"
class CMyGameView : public CFormView
{
protected: // create from serialization only
CMyGameView();
DECLARE_DYNCREATE(CMyGameView)
public:
int m_iGameType;
int m_iColumnCount;
int m_iRowCount;
CFont *m_pItemFont;
CFont *m_pClockFont;
CBrush m_UnclickBrush,m_ClickBrush;
HCURSOR m_hCursorHand; // Handle to the cursor to display
int m_iGameBonus;
DWORD m_dwGameStartTick;
DWORD m_dwLastTick;
// DWORD m_dw
CLICK_ITEM *m_pItemList;
int *m_pClickSeq;
int m_iCurClick;
//{{AFX_DATA(CMyGameView)
enum{ IDD = IDD_MYGAME_FORM };
// NOTE: the ClassWizard will add data members here
//}}AFX_DATA
// Attributes
public:
CMyGameDoc* GetDocument();
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMyGameView)
public:
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
virtual void OnInitialUpdate(); // called first time after construct
virtual BOOL OnPreparePrinting(CPrintInfo* pInfo);
virtual void OnBeginPrinting(CDC* pDC, CPrintInfo* pInfo);
virtual void OnEndPrinting(CDC* pDC, CPrintInfo* pInfo);
virtual void OnPrint(CDC* pDC, CPrintInfo* pInfo);
virtual void OnDraw(CDC* pDC);
//}}AFX_VIRTUAL
// Implementation
public:
void DisplayBonus();
int GetPointItem(CPoint point);
BOOL BuildClickSequ(int iMode);
BOOL ResizeAllItems(int cx,int cy);
BOOL BuildAllItems(int iColumn,int iRow);
virtual ~CMyGameView();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
protected:
// Generated message map functions
protected:
//{{AFX_MSG(CMyGameView)
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnGameNew();
afx_msg void OnUpdateGameNew(CCmdUI* pCmdUI);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnGameSetup();
afx_msg void OnUpdateGameSetup(CCmdUI* pCmdUI);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#ifndef _DEBUG // debug version in MyGameView.cpp
inline CMyGameDoc* CMyGameView::GetDocument()
{ return (CMyGameDoc*)m_pDocument; }
#endif
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_MYGAMEVIEW_H__A648B7F3_4A98_4889_B7EA_072308F1B841__INCLUDED_)
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