📄 mygameview.cpp
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// MyGameView.cpp : implementation of the CMyGameView class
//
#include "stdafx.h"
#include "MyGame.h"
#include "MyGameDoc.h"
#include "MyGameView.h"
#include "GameClient.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMyGameView
IMPLEMENT_DYNCREATE(CMyGameView, CView)
BEGIN_MESSAGE_MAP(CMyGameView, CView)
//{{AFX_MSG_MAP(CMyGameView)
ON_COMMAND(ID_REFRESH, OnRefresh)
//}}AFX_MSG_MAP
// Standard printing commands
ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMyGameView construction/destruction
CMyGameView::CMyGameView()
{
// TODO: add construction code here
m_UserNum = 0;
}
CMyGameView::~CMyGameView()
{
}
BOOL CMyGameView::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
return CView::PreCreateWindow(cs);
}
/////////////////////////////////////////////////////////////////////////////
// CMyGameView drawing
void CMyGameView::OnDraw(CDC* pDC)
{
CMyGameDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
// TODO: add draw code for native data here
CBrush Brush( RGB(238,94,145));
pDC->SetBkColor(RGB(238,94,145));
CBrush *pOldBrush = pDC->SelectObject( &Brush);
CRect rcClip;
pDC->GetClipBox( &rcClip );
//Paint the area.
pDC->PatBlt( rcClip.left , rcClip.top, rcClip.Width(), rcClip.Height() , PATCOPY );
//Unselect brush out of device context .
pDC->SelectObject(pOldBrush );
// Return nonzero to half fruther processing .
//显示用户信息
for( int num = 0; num < m_UserNum; num++ )
{
CString info;
info.Format("用户:%s 房间号:%d", m_UserInfo[num].GetName().c_str(),
m_UserInfo[num].GetRoomNum() );
pDC->TextOut( 5, 5+num*20, info );
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
// CMyGameView printing
BOOL CMyGameView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CMyGameView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CMyGameView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CMyGameView diagnostics
#ifdef _DEBUG
void CMyGameView::AssertValid() const
{
CView::AssertValid();
}
void CMyGameView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CMyGameDoc* CMyGameView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyGameDoc)));
return (CMyGameDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CMyGameView message handlers
void CMyGameView::OnRefresh()
{
// TODO: Add your command handler code here
CMyGameDoc* pDoc = (CMyGameDoc*)GetDocument();
//if(!pDoc->m_client.IsMyTurn())
// return;
// if(!pDoc->m_client.IsNetFree())
// return;
// pDoc->m_client.GetAllUserInfo();
m_UserNum = pDoc->m_client.GetUserCount();
for( int num = 0; num < m_UserNum; num++ )
{
m_UserInfo[num] = pDoc->m_client.GetUserInfo(num);
}
Invalidate();
}
void CMyGameView::OnUpdate(CView* pSender, LPARAM lHint, CObject* pHint)
{
// TODO: Add your specialized code here and/or call the base class
OnRefresh();
}
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