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📄 pool3d.cpp

📁 这是一个台球游戏的源代码
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// 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;
}

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