📄 gamefrm.h
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#if !defined(AFX_GAMEFRM_H__02A71EF1_C658_4933_BFA3_B78AE1E2C7E7__INCLUDED_)
#define AFX_GAMEFRM_H__02A71EF1_C658_4933_BFA3_B78AE1E2C7E7__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// GameFrm.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// CMainFrame frame
#include "MapEdit.h"
#include "DlgSearchSpeed.h"
#include <afxext.h>
class CMainFrame : public CFrameWnd
{
DECLARE_DYNCREATE(CMainFrame)
public:
CMainFrame(); // protected constructor used by dynamic creation
// Attributes
public:
BOOL IsSearch;
int OnCreateToolBar();
CPoint m_CurPoint;
BOOL m_MouseDown;
CMapEdit *m_pMapEdit;
char m_MazeWidth,m_MazeHigh,m_CurrentSel;
CToolBar m_wndToolBar;
// Operations
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMainFrame)
//}}AFX_VIRTUAL
// Implementation
protected:
virtual ~CMainFrame();
// Generated message map functions
//{{AFX_MSG(CMainFrame)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnRead();
afx_msg void OnPaint();
afx_msg void OnSave();
afx_msg void OnMazeball();
afx_msg void OnMazeexit();
afx_msg void OnMazeground();
afx_msg void OnMazewall();
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnExit();
afx_msg void OnNew();
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnMazeai();
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnMazeshort();
afx_msg void OnAbout();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_GAMEFRM_H__02A71EF1_C658_4933_BFA3_B78AE1E2C7E7__INCLUDED_)
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