📄 dialogsetview.cpp
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// DialogSetView.cpp : implementation file
//
#include "stdafx.h"
#include "Architect.h"
#include "DialogSetView.h"
#include "ArchitectDlg.h"
#include "2DMapSceneObj.h"
#include "3DGameMap.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
extern CArchitectDlg* g_pDialog;
/////////////////////////////////////////////////////////////////////////////
// CDialogSetView dialog
CDialogSetView::CDialogSetView(CWnd* pParent /*=NULL*/)
: CDialog(CDialogSetView::IDD, pParent)
{
//{{AFX_DATA_INIT(CDialogSetView)
m_bResource = FALSE;
m_bMinMap = FALSE;
m_bBgLimit = FALSE;
m_bShowCell = FALSE;
m_bShowMask = FALSE;
m_bShowArea = FALSE;
m_bShowAltitude = FALSE;
m_bTerrainRange = FALSE;
m_bSceneRange = FALSE;
m_bCoverRange = FALSE;
m_bScrInfo = TRUE;
m_bScale2 = FALSE;
m_bScale16 = FALSE;
m_bScale4 = FALSE;
m_bScale8 = FALSE;
m_bExit = FALSE;
//}}AFX_DATA_INIT
}
void CDialogSetView::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDialogSetView)
DDX_Control(pDX, IDC_COMBO_REGIONSHOW, m_ctrlRegionShow);
DDX_Check(pDX, IDC_CHECK_RESOURCE, m_bResource);
DDX_Check(pDX, IDC_CHECK_MINMAP, m_bMinMap);
DDX_Check(pDX, IDC_CHECK_LIMIT, m_bBgLimit);
DDX_Check(pDX, IDC_CHECK_CELL, m_bShowCell);
DDX_Check(pDX, IDC_CHECK_MASK, m_bShowMask);
DDX_Check(pDX, IDC_CHECK_AREA, m_bShowArea);
DDX_Check(pDX, IDC_CHECK_ALTITUDE, m_bShowAltitude);
DDX_Check(pDX, IDC_CHECK_TRANGE, m_bTerrainRange);
DDX_Check(pDX, IDC_CHECK_SCENE_RANGE, m_bSceneRange);
DDX_Check(pDX, IDC_CHECK_COVERRANGE, m_bCoverRange);
DDX_Check(pDX, IDC_CHECK_SCRINFO, m_bScrInfo);
DDX_Check(pDX, IDC_CHECK_SCALE2, m_bScale2);
DDX_Check(pDX, IDC_CHECK_SCALE16, m_bScale16);
DDX_Check(pDX, IDC_CHECK_SCALE4, m_bScale4);
DDX_Check(pDX, IDC_CHECK_SCALE8, m_bScale8);
DDX_Check(pDX, IDC_CHECK_EXIT, m_bExit);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDialogSetView, CDialog)
//{{AFX_MSG_MAP(CDialogSetView)
ON_BN_CLICKED(IDC_CHECK_MASK, OnCheckMask)
ON_BN_CLICKED(IDC_CHECK_AREA, OnCheckArea)
ON_BN_CLICKED(IDC_CHECK_ALTITUDE, OnCheckAltitude)
ON_BN_CLICKED(IDC_CHECK_EXIT, OnCheckExit)
ON_BN_CLICKED(IDC_CHECK_MINMAP, OnCheckMinmap)
ON_BN_CLICKED(IDC_CHECK_LIMIT, OnCheckLimit)
ON_BN_CLICKED(IDC_CHECK_CELL, OnCheckCell)
ON_BN_CLICKED(IDC_CHECK_COVERRANGE, OnCheckCoverrange)
ON_BN_CLICKED(IDC_CHECK_TRANGE, OnCheckTrange)
ON_BN_CLICKED(IDC_CHECK_SCENE_RANGE, OnCheckSceneRange)
ON_BN_CLICKED(IDC_CHECK_SCRINFO, OnCheckScrinfo)
ON_BN_CLICKED(IDC_CHECK_SCALE2, OnCheckScale2)
ON_BN_CLICKED(IDC_CHECK_SCALE4, OnCheckScale4)
ON_BN_CLICKED(IDC_CHECK_SCALE8, OnCheckScale8)
ON_BN_CLICKED(IDC_CHECK_SCALE16, OnCheckScale16)
ON_BN_CLICKED(IDC_CHECK_RESOURCE, OnCheckResource)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDialogSetView message handlers
void CDialogSetView::OnCheckMask()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckArea()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckAltitude()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckExit()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckResource()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
g_objGameMap.SetShowRes (m_bResource);
}
void CDialogSetView::OnCheckMinmap()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckLimit()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckCell()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckCoverrange()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
C2DMapCoverObj::s_bStroke = m_bCoverRange;
}
void CDialogSetView::OnCheckTrange()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
C2DMapTerrainObjPart::s_bStroke = m_bTerrainRange;
}
void CDialogSetView::OnCheckSceneRange()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
C2DMapSceneObj::s_bStroke = m_bSceneRange;
}
void CDialogSetView::OnCheckScrinfo()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
}
void CDialogSetView::OnCheckScale2()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
if(m_bScale2)
{
m_bScale16 = false;
m_bScale4 = false;
m_bScale8 = false;
g_objGameMap.SetScale(128);
}
else
{
g_objGameMap.SetScale(256);
}
this->UpdateData(false);
}
void CDialogSetView::OnCheckScale4()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
if(m_bScale4)
{
m_bScale16 = false;
m_bScale2 = false;
m_bScale8 = false;
g_objGameMap.SetScale(64);
}
else
{
g_objGameMap.SetScale(256);
}
this->UpdateData(false);
}
void CDialogSetView::OnCheckScale8()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
if(m_bScale8)
{
m_bScale16 = false;
m_bScale4 = false;
m_bScale2 = false;
g_objGameMap.SetScale(32);
}
else
{
g_objGameMap.SetScale(256);
}
this->UpdateData(false);
}
void CDialogSetView::OnCheckScale16()
{
// TODO: Add your control notification handler code here
this->UpdateData(true);
if(m_bScale16)
{
m_bScale2 = false;
m_bScale4 = false;
m_bScale8 = false;
g_objGameMap.SetScale(16);
}
else
{
g_objGameMap.SetScale(256);
}
this->UpdateData(false);
}
void CDialogSetView::OnOK()
{
// TODO: Add extra validation here
return;
CDialog::OnOK();
}
void CDialogSetView::OnCancel()
{
// TODO: Add extra cleanup here
return;
CDialog::OnCancel();
}
BOOL CDialogSetView::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: Add extra initialization here
m_ctrlRegionShow.InsertString(0, "不显示");
for(int i = 0; i < 16; i ++)
{
char szTemp[256];
sprintf(szTemp, "类型%d", i+1);
m_ctrlRegionShow.InsertString(m_ctrlRegionShow.GetCount(), szTemp);
}
m_ctrlRegionShow.SetCurSel(4);
this->UpdateData(false);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
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