📄 myimage.h
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#if !defined(AFX_MYIMAGE_H__A0276D1F_52DC_4D7C_83DB_FB3D265B03F9__INCLUDED_)
#define AFX_MYIMAGE_H__A0276D1F_52DC_4D7C_83DB_FB3D265B03F9__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// MyImage.h : header file
//
#include "Game3DEffectEx.h"
/////////////////////////////////////////////////////////////////////////////
// CMyImage window
const int NORMAL_IMAGE = 0 ;
const int ITEM_IMAGE = 1 ;
const int BG_IMAGE = 2 ;
const int FACE_IMAGE = 3 ;
const int MEDAL_IMAGE = 4 ;
const int SKILL_IMAGE = 5 ;
const int NPCITEM_IMAGE = 6 ;
const int EMBLEM_IMAGE = 7 ;
const int BOOTHITEM_IMAGE = 8 ;
const int PETFACE_IMAGE = 9;
const int SMALLPETFACE_IMAGE = 10;
class CMyImage : public CButton
{
// Construction
public:
CMyImage();
BOOL m_bMouseMove ; // the mouse move
// Attributes
private:
CPoint m_IntPoint ; // the image comparative to the parent dialog point
CPoint m_Point ; // the show point
BOOL m_bImageLoad ; // the image box's image is load
UINT m_uFrame ; // the show frame
char m_strImageID[64] ; // the image id
DWORD m_dwImageID ; // the dword image id
int m_nWidth ; // the image width
int m_nHeight ; // the image height
CRect m_ShowRect ; // the show rect
BOOL m_btItemType ; // the type
char m_strAni[63] ; // the ani name
int m_nItemPos ; // the itempos
int m_nImageTypeID ; // the image type id
BOOL m_bImgZoom ; // the image is disable
int m_nCurMoney ; // the current money
BYTE m_btMilNum ; // the million number
BYTE m_btThoNum ; // the thousand number
BYTE m_btHunNum ; // the hundred number
BYTE m_btGoldStar ; // the gold star number
BYTE m_btSillerStar ; // the siller star number
BYTE m_btCopperStar ; // the copper star number
// for equip item
int m_nPosition ; // the item's position
CGame3DEffectEx m_objEffect; // the item's effect
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMyImage)
public:
virtual void DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct);
//}}AFX_VIRTUAL
// Implementation
public:
void ShowItemEffect();
void ChangeImageType(int nType);
void SetItemPos( int nPos );
void ShowHp( int x, int y, int nCurHp, int nMaxHp );
void ShowMoney ( int x, int y );
void SetMoney ( int nMoney );
void SetCurFrame(UINT uFrame);
void ShowBk( const char* strBkID );
void ShowFocus();
BOOL Init ( int xPos, int yPos, char *ImageID = NULL, BYTE btItemType = 0, int nItemPos = -1 );
void MouseMoveText();
char * GetImageID ();
OBJID GetImageRealID() {return m_dwImageID;}
BOOL GetImageLoadState ();
void Show ( int x, int y );
void RemoveImage ();
BOOL InsertImage ( char *ImageID, DWORD dwImageID = 0, int nImageTypeID = 0, BOOL bImgZoom = false );
virtual ~CMyImage();
// Generated message map functions
protected:
//{{AFX_MSG(CMyImage)
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 OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_MYIMAGE_H__A0276D1F_52DC_4D7C_83DB_FB3D265B03F9__INCLUDED_)
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