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📄 myfirstgameview.cpp

📁 我自己实现的连连看软件
💻 CPP
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// MyFirstGameView.cpp : implementation of the CMyFirstGameView class
//

#include "stdafx.h"
#include "MyFirstGame.h"

#include "MyFirstGameDoc.h"
#include "MyFirstGameView.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CMyFirstGameView

IMPLEMENT_DYNCREATE(CMyFirstGameView, CView)

BEGIN_MESSAGE_MAP(CMyFirstGameView, CView)
	//{{AFX_MSG_MAP(CMyFirstGameView)
	ON_COMMAND(ID_PRIMARY, OnPrimary)
	ON_COMMAND(ID_SENIOR, OnSenior)
	ON_COMMAND(ID_MIDDLE, OnMiddle)
	ON_WM_LBUTTONDOWN()
	//}}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()

/////////////////////////////////////////////////////////////////////////////
// CMyFirstGameView construction/destruction

CMyFirstGameView::CMyFirstGameView()
{
	m_IsSelectedOne =false;
	int i;
	for(i = 0; i<36; i++)
	  FGameBmp[i].LoadBitmap(IDB_BITMAP1+i);

}

CMyFirstGameView::~CMyFirstGameView()
{
}

BOOL CMyFirstGameView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CMyFirstGameView drawing

void CMyFirstGameView::OnDraw(CDC* pDC)
{   
	CDC MemDc;
	CRect ClientRect;
	GetClientRect(&ClientRect);
	CBitmap MemBitmap;
	MemBitmap.CreateCompatibleBitmap(pDC,ClientRect.Width(),ClientRect.Height());
	MemDc.CreateCompatibleDC(pDC);



	
	MemDc.SelectObject(&MemBitmap);
	CMyFirstGameDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
/*	DrawBackGround(pDC, IDB_BITMAPBACKGROUND);*/
	DrawBmpBlock(&MemDc,&m_mygame);
	DrawRectangle(&MemDc);
	pDC->BitBlt(0,0,ClientRect.Width(),ClientRect.Height(),&MemDc,0,0,SRCCOPY);

}

/////////////////////////////////////////////////////////////////////////////
// CMyFirstGameView printing

BOOL CMyFirstGameView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CMyFirstGameView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CMyFirstGameView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CMyFirstGameView diagnostics

#ifdef _DEBUG
void CMyFirstGameView::AssertValid() const
{
	CView::AssertValid();
}

void CMyFirstGameView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CMyFirstGameDoc* CMyFirstGameView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CMyFirstGameDoc)));
	return (CMyFirstGameDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CMyFirstGameView message handlers

void CMyFirstGameView::DrawBackGround(CDC* pDC, UINT nIDBitmap)
{
  CBitmap LBitmap;
  if(LBitmap.LoadBitmap(nIDBitmap))
  {
	  BITMAP  LBitmapInfo;
	  LBitmap.GetBitmap(&LBitmapInfo);
	  CDC dcMemory;
	  dcMemory.CreateCompatibleDC(pDC);
	  CBitmap* pOldBitmap = dcMemory.SelectObject(&LBitmap);
	  CRect rect;
	  GetClientRect(&rect);
	  int nX = rect.left + (rect.Width() - LBitmapInfo.bmWidth) / 2;
	  int nY = rect.top + (rect.Height() - LBitmapInfo.bmHeight) / 2;
	  pDC->BitBlt(nX, nY, LBitmapInfo.bmWidth, LBitmapInfo.bmHeight, &dcMemory, 
			0, 0, SRCCOPY);
	 dcMemory.SelectObject(pOldBitmap);
	 LBitmap.DeleteObject() ;
  }
  else
  {
	  TRACE("EXit: Can't Load Bitmap");
  }
}


void CMyFirstGameView::OnPrimary() 
{
  m_mygame.SetClass(sSimple);
  m_mygame.	InitialData();
  m_IsSelectedOne = 0;
  Invalidate();
}

void CMyFirstGameView::OnSenior() 
{
  m_mygame.SetClass(sHard);
  m_mygame.	InitialData();
  m_IsSelectedOne = 0;
  Invalidate();
	
}

void CMyFirstGameView::OnMiddle() 
{
  m_mygame.SetClass(sMiddle);
  m_mygame.	InitialData();
  m_IsSelectedOne = 0;
  Invalidate();
}

void CMyFirstGameView::DrawBmpBlock(CDC *pDC, CMyGame *mygame)
{   
	
	
/*	CBitmap MemBitmap;
	CRect ClientRect;
	GetClientRect(&ClientRect);
	MemBitmap.CreateCompatibleBitmap(pDC, ClientRect.Width(), ClientRect.Height());
	MemDc.CreateCompatibleDC(pDC);
	MemDc.SelectObject(&MemBitmap);*/
	int i,j;
	for(i= 1 ;i<mygame->m_Col + 1;i++)
	{
		for(j=1;j<mygame->m_row + 1;j++)
		{
			if (mygame->pData[i][j]!=0 )
			{
				CDC dcMemory;
           	    dcMemory.CreateCompatibleDC(pDC);
		
	            CBitmap* pOldBitmap = dcMemory.SelectObject(&FGameBmp[mygame->pData[i][j]-1]);
	            int x, y ;
    
	            mygame->TranToXY(&x, &y, i, j) ;
	            pDC->BitBlt(x, y, mygame->m_dx, mygame->m_dy, &dcMemory, 
			           0, 0, SRCCOPY);	
	            /*dcMemory.SelectObject(pOldBitmap);*/
			}
		}
	}
//    pDC->BitBlt(0,0,ClientRect.Width(),ClientRect.Height(),&MemDc,0,0 ,SRCCOPY);

}

void CMyFirstGameView::OnLButtonDown(UINT nFlags, CPoint point) 
{   
	int xpos, ypos, x, y, midx1, midy1, midx2, midy2;
	CRect rect;
    CClientDC dc(this);
	m_mygame.TranXYToPosition(&xpos, &ypos, point.x, point.y);
	m_mygame.TranToXY(&x, &y, xpos, ypos);
    if (m_mygame.pData[xpos][ypos] ==0)
       exit;
	if (m_IsSelectedOne == 0)
	{
		m_IsSelectedOne = 1;
	    m_SelectedPoint.x = xpos;
	    m_SelectedPoint.y = ypos;

	    rect.left = x;
	    rect.top =y;
	    rect.right = x + m_mygame.m_dx;
	    rect.bottom = y + m_mygame.m_dy;
	    dc.Rectangle(&rect);
	}
	else if(m_IsSelectedOne == 1)
	{
	    m_mygame.TranXYToPosition(&xpos, &ypos, point.x, point.y);
	    m_mygame.TranToXY(&x, &y, xpos, ypos);	
	    if (!((m_SelectedPoint.x == xpos) && (m_SelectedPoint.y == ypos) )
			&& (m_mygame.pData[m_SelectedPoint.x][m_SelectedPoint.y] ==m_mygame.pData[xpos][ypos]))
		{
			
		  if(m_mygame.TestLine(m_SelectedPoint.x, m_SelectedPoint.y, xpos, ypos, midx1, midy1, midx2,midy2) )
		  {
			  
            rect.left = x;
	        rect.top =y;
	        rect.right = x + m_mygame.m_dx;
	        rect.bottom = y + m_mygame.m_dy;
		    dc.Rectangle(&rect);
			m_mygame.TranToXY(&x, &y, xpos, ypos );
			dc.MoveTo(x+m_mygame.m_dx /2, y+m_mygame.m_dy /2);
			m_mygame.TranToXY(&x, &y, midx1, midy1);
			dc.LineTo(x+m_mygame.m_dx /2, y+m_mygame.m_dy /2);
			m_mygame.TranToXY(&x, &y, midx2, midy2);
			dc.LineTo(x+m_mygame.m_dx /2, y+m_mygame.m_dy /2);
			m_mygame.TranToXY(&x, &y, m_SelectedPoint.x, m_SelectedPoint.y);
			dc.LineTo(x+m_mygame.m_dx /2, y+m_mygame.m_dy /2);
			m_mygame.pData[m_SelectedPoint.x][m_SelectedPoint.y] =0;
			m_mygame.pData[xpos][ypos]=0;
			Sleep(100);
            
		  }
          m_IsSelectedOne = 0;
		}
		else
		  m_IsSelectedOne= 0;
	}

	
    
    Invalidate();
	
	CView::OnLButtonDown(nFlags, point);
}

void CMyFirstGameView::DrawRectangle(CDC* pDc)
{
	int xpos, ypos, x, y;
	CRect rect;
	m_mygame.TranToXY(&x, &y, m_SelectedPoint.x, m_SelectedPoint.y);
	if (m_IsSelectedOne)
	{
	   rect.left = x;
	   rect.top =y;
	   rect.right = x + m_mygame.m_dx;
	   rect.bottom = y + m_mygame.m_dy;
	   pDc->MoveTo(x,y);
	   pDc->LineTo(x,rect.bottom);
	   pDc->LineTo(rect.right, rect.bottom);
	   pDc->LineTo(rect.right,y);
	}

}

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