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📄 myimage.h

📁 网络游戏魔域源代码 测试可以完整变异
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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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