📄 mainfrm.cpp
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// MainFrm.cpp : implementation of the CMainFrame class
//
#include "stdafx.h"
#include "MyGame.h"
#include "MyGameDoc.h"
#include "MainFrm.h"
#include "Enter.h"
#include "DlgEnterRoom.h"
#include "MyGameView.h"
#include "MyGameView1.h"
#include <string>
using namespace std;
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMainFrame
IMPLEMENT_DYNCREATE(CMainFrame, CFrameWnd)
BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd)
//{{AFX_MSG_MAP(CMainFrame)
ON_WM_CREATE()
ON_COMMAND(ID_ENTER, OnEnter)
ON_COMMAND(ID_ABOUT, OnAbout)
ON_COMMAND(ID_START, OnStart)
ON_COMMAND(ID_END, OnExit)
ON_WM_TIMER()
ON_UPDATE_COMMAND_UI(ID_ENTER, OnUpdateEnter)
ON_UPDATE_COMMAND_UI(ID_REFRESH, OnUpdateRefresh)
ON_UPDATE_COMMAND_UI(ID_START, OnUpdateStart)
ON_UPDATE_COMMAND_UI(ID_END, OnUpdateEnd)
ON_WM_DESTROY()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
static UINT indicators[] =
{
ID_SEPARATOR, // status line indicator
ID_INDICATOR_CAPS,
ID_INDICATOR_NUM,
ID_INDICATOR_SCRL,
};
/////////////////////////////////////////////////////////////////////////////
// CMainFrame construction/destruction
CMainFrame::CMainFrame()
{
// TODO: add member initialization code here
m_bConnected=false;
m_bEnteredRoom=false;
}
CMainFrame::~CMainFrame()
{
}
int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
return -1;
if (!m_wndToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
!m_wndToolBar.LoadToolBar(IDR_MAINFRAME))
{
TRACE0("Failed to create toolbar\n");
return -1; // fail to create
}
if (!m_wndStatusBar.Create(this) ||
!m_wndStatusBar.SetIndicators(indicators,
sizeof(indicators)/sizeof(UINT)))
{
TRACE0("Failed to create status bar\n");
return -1; // fail to create
}
// TODO: Delete these three lines if you don't want the toolbar to
// be dockable
m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
EnableDocking(CBRS_ALIGN_ANY);
DockControlBar(&m_wndToolBar);
SetTimer(1,3000,NULL);
return 0;
}
BOOL CMainFrame::OnCreateClient(LPCREATESTRUCT /*lpcs*/,
CCreateContext* pContext)
{
CRect cr;
GetClientRect(&cr);
CSize paneSize( 200, 550 );
int rc;
m_wndSplitter.CreateStatic( this, 1, 2 );
rc = m_wndSplitter.CreateView(0, 0,
RUNTIME_CLASS(CMyGameView),
paneSize, pContext);
if( FALSE == rc )
return rc;
rc = m_wndSplitter.CreateView(0, 1,
RUNTIME_CLASS(CMyGameView1),
paneSize, pContext);
return rc;
}
BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
{
if( !CFrameWnd::PreCreateWindow(cs) )
return FALSE;
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
cs.style &= ~WS_MAXIMIZEBOX;
cs.x = 0;
cs.y = 0;
cs.cx = 800;
cs.cy = 550;
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CMainFrame diagnostics
#ifdef _DEBUG
void CMainFrame::AssertValid() const
{
CFrameWnd::AssertValid();
}
void CMainFrame::Dump(CDumpContext& dc) const
{
CFrameWnd::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMainFrame message handlers
void CMainFrame::OnEnter()
{
// TODO: Add your command handler code here
CEnter dialog;
if( dialog.DoModal() == IDCANCEL)
return;
CMyGameDoc *pDoc;
pDoc = (CMyGameDoc*)GetActiveDocument();
if( !pDoc->m_client.Connect(string(dialog.m_address)) )
{
AfxMessageBox("无法连接到服务器!");
return;
}
if( !pDoc->m_client.Register( string( LPCTSTR(dialog.m_name)) ) )
{
AfxMessageBox("无法登陆到服务器。可能系统负荷过高,请稍后再试");
return;
}
m_bConnected=true;
return;
}
void CMainFrame::OnAbout()
{
// TODO: Add your command handler code here
CDialog dialog(IDD_DIALOG1);
dialog.DoModal();
}
void CMainFrame::OnStart()
{
// TODO: Add your command handler code here
CDlgEnterRoom dialog;
if( dialog.DoModal() == IDCANCEL)
return;
CMyGameDoc *pDoc;
pDoc = (CMyGameDoc*)GetActiveDocument();
//if(!pDoc->m_client.IsMyTurn())
// return;
if(!pDoc->m_client.EnterRoom(dialog.m_num))
{
AfxMessageBox("游戏室已满,请换一间再试");
return;
}
m_bEnteredRoom=true;
return;
}
void CMainFrame::OnExit()
{
// TODO: Add your command handler code here
if( AfxMessageBox("确实想退出游戏室吗?",MB_OKCANCEL) != IDOK )
return;
CMyGameDoc *pDoc;
pDoc = (CMyGameDoc*)GetActiveDocument();
//if(!pDoc->m_client.IsMyTurn())
// return;
if(!pDoc->m_client.ExitRoom())
{
AfxMessageBox("关门了,以后不要玩得太晚!");
return;
}
AfxMessageBox("欢迎下次再来!");
m_bEnteredRoom=false;
return;
}
void CMainFrame::OnTimer(UINT nIDEvent)
{
// TODO: Add your message handler code here and/or call default
if(!m_bConnected)
return;
CMyGameDoc *pDoc = (CMyGameDoc*)GetActiveDocument();
if(pDoc->m_client.IsNetFree())
pDoc->m_client.GetAllUserInfo();
if(m_bEnteredRoom && pDoc->m_client.IsNetFree())
pDoc->m_client.QueryBoard();
pDoc->UpdateAllViews(NULL);
CFrameWnd::OnTimer(nIDEvent);
}
void CMainFrame::OnUpdateEnter(CCmdUI* pCmdUI)
{
// TODO: Add your command update UI handler code here
pCmdUI->Enable(!m_bConnected);
}
void CMainFrame::OnUpdateRefresh(CCmdUI* pCmdUI)
{
// TODO: Add your command update UI handler code here
}
void CMainFrame::OnUpdateStart(CCmdUI* pCmdUI)
{
// TODO: Add your command update UI handler code here
pCmdUI->Enable(m_bConnected && !m_bEnteredRoom);
}
void CMainFrame::OnUpdateEnd(CCmdUI* pCmdUI)
{
// TODO: Add your command update UI handler code here
pCmdUI->Enable(m_bConnected && m_bEnteredRoom);
}
void CMainFrame::OnDestroy()
{
CFrameWnd::OnDestroy();
// TODO: Add your message handler code here
if(!m_bConnected)
return;
CMyGameDoc *pDoc = (CMyGameDoc*)GetActiveDocument();
if(m_bEnteredRoom)
pDoc->m_client.ExitRoom();
pDoc->m_client.Logout();
pDoc->m_client.Disconnect();
}
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