📄 pool3d.cpp
字号:
// Pool3D.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "Pool3D.h"
#include "MainFrm.h"
#include "Game.h"
#include "MyTimer.h"
CMyTimer timer_render;
extern CPoolGame theGame;
extern double real_time_step;
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CPool3DApp
BEGIN_MESSAGE_MAP(CPool3DApp, CWinApp)
//{{AFX_MSG_MAP(CPool3DApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
// 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()
/////////////////////////////////////////////////////////////////////////////
// CPool3DApp construction
CPool3DApp::CPool3DApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CPool3DApp object
CPool3DApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CPool3DApp initialization
BOOL CPool3DApp::InitInstance()
{
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// Change the registry key under which our settings are stored.
// TODO: You should modify this string to be something appropriate
// such as the name of your company or organization.
SetRegistryKey(_T("Local AppWizard-Generated Applications"));
// To create the main window, this code creates a new frame window
// object and then sets it as the application's main window object.
CMainFrame* pFrame = new CMainFrame;
m_pMainWnd = pFrame;
// create and load the frame with its resources
pFrame->LoadFrame(IDR_MAINFRAME,
WS_OVERLAPPEDWINDOW | FWS_ADDTOTITLE, NULL,
NULL);
// The one and only window has been initialized, so show and update it.
pFrame->ShowWindow(SW_SHOW);
pFrame->UpdateWindow();
timer_render.Resume();
m_time_step_render=0.02;
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CPool3DApp message handlers
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
// No message handlers
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// App command to run the dialog
void CPool3DApp::OnAppAbout()
{
CAboutDlg aboutDlg;
aboutDlg.DoModal();
}
/////////////////////////////////////////////////////////////////////////////
// CPool3DApp message handlers
BOOL CPool3DApp::OnIdle(LONG lCount)
{
//TODO: Add your specialized code here and/or call the base class
float h;
if ( (h=timer_render.GetElapsedTime()) > m_time_step_render )
{
CString strRen, strPhy;
strRen.Format("%.4f", h);
strPhy.Format("%.4f", real_time_step);
CStatusBar *pStatusBar;
pStatusBar = ((CMainFrame*)m_pMainWnd)->GetStatusBar();
int renIndex, phyIndex;
renIndex = pStatusBar->CommandToIndex(ID_INDICATOR_RENDER);
phyIndex = pStatusBar->CommandToIndex(ID_INDICATOR_PHYSICS);
pStatusBar->SetPaneText(renIndex, strRen, true);
pStatusBar->SetPaneText(phyIndex, strPhy, true);
timer_render.Update();
CPoint p;
GetCursorPos(&p);
theGame.FrameMove(p.x, p.y, h);
theGame.Render();
CWnd *child_wnd=((CMainFrame *)m_pMainWnd)->GetChildWnd();
CClientDC dc(child_wnd);
SwapBuffers(dc.m_hDC);
}
else
{
DWORD sleepTime = (DWORD)( (m_time_step_render-h)*1000 );
Sleep(sleepTime);
}
return TRUE;
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -