📄 dlgrolechoose.cpp
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// DlgRoleChoose.cpp : implementation file
//
#include "stdafx.h"
#include "MyShell.h"
#include "DlgRoleChoose.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
#ifdef _SOUND_DISABLE
#define DXPlaySound //
#endif
/////////////////////////////////////////////////////////////////////////////
// CDlgRoleChoose dialog
CDlgRoleChoose::CDlgRoleChoose(CWnd* pParent /*=NULL*/)
: CDialog(CDlgRoleChoose::IDD, pParent)
{
//{{AFX_DATA_INIT(CDlgRoleChoose)
m_bLoad = false ;
m_bShow = false ;
m_btRoleType = 0 ;
m_b1024 = false ;
//}}AFX_DATA_INIT
}
void CDlgRoleChoose::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDlgRoleChoose)
DDX_Control(pDX, IDC_ROLECHOOSE_STA_DATA, m_RoleChooseDataSta ) ;
DDX_Control(pDX, IDC_ROLECHOOSE_BTN_RETURN, m_RoleChooseReturnBtn);
DDX_Control(pDX, IDC_ROLECHOOSE_BTN_OK, m_RoleChooseOkBtn);
DDX_Control(pDX, IDC_BTN_HELP, m_HelpBtn);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDlgRoleChoose, CDialog)
//{{AFX_MSG_MAP(CDlgRoleChoose)
ON_WM_CTLCOLOR()
ON_BN_CLICKED(IDC_ROLECHOOSE_BTN_RETURN, OnRolechooseBtnReturn)
ON_BN_CLICKED(IDC_BTN_HELP, OnBtnHelp)
ON_BN_CLICKED(IDC_ROLECHOOSE_BTN_OK, OnRolechooseBtnOk)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDlgRoleChoose message handlers
LRESULT CDlgRoleChoose::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
// TODO: Add your specialized code here and/or call the base class
if ( message == WM_SHOWWINDOW )
{
m_bShow = wParam ;
}
else if ( message == WM_COMMAND )
{
if ( wParam == 1 )
{
// CDlgRoleChoose::OnRolechooseBtnOk () ;
return true ;
}
else if ( wParam == 2 )
{
CDlgRoleChoose::OnRolechooseBtnReturn () ;
return true ;
}
}
return CDialog::WindowProc(message, wParam, lParam);
}
HBRUSH CDlgRoleChoose::OnCtlColor(CDC* pDC, CWnd* pWnd, UINT nCtlColor)
{
pDC->SetBkMode ( TRANSPARENT ) ;
return g_StockBrush;
}
BOOL CDlgRoleChoose::OnInitDialog()
{
CDialog::OnInitDialog();
// Init the image
// Init the static
if ( ! ( m_RoleChooseDataSta.Init ( 0, 0 ) ) )
return false ;
m_RoleChooseDataSta.SetFontColor ( 0xffffff ) ;
// Init the button
if ( ! ( m_RoleChooseOkBtn.Init ( 0, 0, "Button20" ) ) )
return false ;
if ( ! ( m_RoleChooseReturnBtn.Init ( 0, 0, "Button14" ) ) )
return false ;
if ( ! ( m_HelpBtn.Init ( 0, 0, "Button15" ) ) )
return false ;
m_bLoad = true ;
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CDlgRoleChoose::Show()
{
if ( m_bLoad && m_bShow )
{
// Show the owner
CAni* ShowAni = g_objGameDataSet.GetDataAni ( ( char * )g_strControlAni,
"Dialog2",
EXIGENCE_IMMEDIATE ) ;
if ( ShowAni != NULL )
{
if ( !m_b1024 )
ShowAni->Show ( 0, 0, 0 );
else
ShowAni->Show ( 1, 0, 0 );
}
else
return ;
// Show the simple role
CMyPos pos ;
if ( !m_b1024 )
{
pos.x = 400 ;
pos.y = 350 ;
}
else
{
pos.x = 512 ;
pos.y = 420 ;
}
m_ShowRole.Show ( m_btRoleType, pos, 160 ) ;
// Show the Image
// Show the static
switch ( m_btRoleType % 4 )
{
case 1:
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y,
0xffffff,
g_objGameDataSet.GetStr ( 10022 ) ) ;//"这是一个可以使用各种武器、防具,能使用包括无双技在内的各种战斗技能的职业。有人" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 20,
0xffffff,
g_objGameDataSet.GetStr ( 10023 ) ) ;//"说,这一类人选择国家,目的仅仅是为了拥有一个信仰,拥有一个值得流血的理由。所以" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 40,
0xffffff,
g_objGameDataSet.GetStr ( 10024 ) ) ;//"他们给自己装备了厚厚的盔甲,好让自己在被伤害的时候有一个心灵寄托。" ) ;
break ;
case 0:
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y,
0xffffff,
g_objGameDataSet.GetStr ( 10025 ) ) ;//"勇士,意谓着拥有至高无上的体能、双手可使用各种武器,拥有丰富的战斗技能。同时," ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 20,
0xffffff,
g_objGameDataSet.GetStr ( 10026 ) ) ;//"也意味着永远冲锋在前……而心中没有半点疑惑……意味着永不后退,永不后悔……" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 40,
0xffffff,
g_objGameDataSet.GetStr ( 10027 ) ) ;//"所以,对他们来说,勇士是一种称呼,也是一种光荣。" ) ;
break ;
case 2:
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y,
0xffffff,
g_objGameDataSet.GetStr ( 10028 ) ) ;//"在黑暗中,永远会有一双眼睛在注视着你,只要你值得一死。这就是箭手的使命。他可以" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 20,
0xffffff,
g_objGameDataSet.GetStr ( 10029 ) ) ;//"在一瞬间向敌人射出密集的箭雨,可以利箭破甲、一箭穿心……最重要的,是他可以射得" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 40,
0xffffff,
g_objGameDataSet.GetStr ( 10030 ) ) ;//"最远、射得最快,令你无法还接近他就已经伏尸路上。" ) ;
break ;
case 3:
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y,
0xffffff,
g_objGameDataSet.GetStr ( 10031 ) ) ;//"曾有人这样评价这一类生物:他们是圣洁中最肮脏的,高贵中最低贱的,博爱中最残酷" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 20,
0xffffff,
g_objGameDataSet.GetStr ( 10032 ) ) ;//"的,永恒中最短暂的。而超然于万物之上的神祗,却做出如下判词:“他们,不过是创造" ) ;
CMyBitmap::ShowString ( m_RoleChooseDataSta.m_IntPoint.x,
m_RoleChooseDataSta.m_IntPoint.y + 40,
0xffffff,
g_objGameDataSet.GetStr ( 10033 ) ) ;//"奇迹的人而已。" ) ;
break ;
}
// Show the button
m_RoleChooseOkBtn.Show ( 0, 0 ) ;
m_RoleChooseReturnBtn.Show ( 0, 0 ) ;
m_HelpBtn.Show ( 0, 0 ) ;
}
}
void CDlgRoleChoose::OnRolechooseBtnReturn()
{
DXPlaySound ( "Sound/BtnClick.wav" ) ;
CDlgRoleChoose::GetParent ()->PostMessage ( WM_MY_MESSAGE, ON_EXIT ) ;
}
void CDlgRoleChoose::CreateRole(BYTE btRoleType)
{
LPARAM lParam = btRoleType ;
CDlgRoleChoose::ShowWindow (SW_HIDE ) ;
CDlgRoleChoose::GetParent ()->PostMessage ( WM_MY_MESSAGE, ON_ROLECHOOSE_CHOOSE, lParam ) ;
}
void CDlgRoleChoose::OnRolechooseBtnOk()
{
DXPlaySound ( "Sound/BtnClick.wav" ) ;
CreateRole ( m_btRoleType ) ;
return ;
}
void CDlgRoleChoose::OnBtnHelp()
{
CDlgRoleChoose::GetParent ()->PostMessage ( WM_MY_MESSAGE, ON_HELPDLG_SHOW, DLG_ROLECHOOSE ) ;
}
void CDlgRoleChoose::ReInit()
{
m_RoleChooseDataSta.Init ( 0, 0 ) ;
m_RoleChooseOkBtn.Init ( 0, 0, "Button20" ) ;
m_RoleChooseReturnBtn.Init ( 0, 0, "Button14" ) ;
m_HelpBtn.Init ( 0, 0, "Button15" ) ;
m_b1024 = true ;
}
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