📄 lookdlg.cpp
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// LookDlg.cpp : implementation file
//
#include "stdafx.h"
#include "PtGame.h"
#include "LookDlg.h"
#include "PtGameDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CLookDlg dialog
CLookDlg::CLookDlg(CWnd* pParent /*=NULL*/)
: CDialog(CLookDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CLookDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void CLookDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CLookDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CLookDlg, CDialog)
//{{AFX_MSG_MAP(CLookDlg)
ON_COMMAND(IDM_EXITLOOK, OnExitlook)
ON_WM_PAINT()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CLookDlg message handlers
void CLookDlg::OnExitlook()
{
// TODO: Add your command handler code here
CDialog::EndDialog(0);
}
void CLookDlg::OnPaint()
{
//CPaintDC dc(this); // device context for painting
// TODO: Add your message handler code here
CDC *pDC=GetDC();
CDC memdc;
memdc.CreateCompatibleDC(pDC);
memdc.SelectObject(lookbitmap);
pDC->BitBlt(0,0,500,350,&memdc,0,0,SRCCOPY);
// Do not call CDialog::OnPaint() for painting messages
}
BOOL CLookDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: Add extra initialization here
picID=AfxGetApp()->GetProfileInt(_T("游戏参数"),_T("gamepicture"),IDB_BITMAP3);
lookbitmap.LoadBitmap(picID);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
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