?? ddcombo.h
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/////////////////////////
// DDCombo.h : v0010
// Written by : Li Haijun
// Compiler : Microsoft Visual C++ 4.0
// v0010 : Dec.9.1996
/////////////////////////
/////////////////////////////////////////////////////////////////////////////
// CDcombo class
#ifndef __DDCOMBO_H__
#define __DDCOMBO_H__
#include "stdafx.h"
#include "ddapi.h"
/////////////////////////////////////////
// to test whether a combo box is clicked
/////////////////////////////////////////
BOOL LeftButtonDownOnComboBox(int xPos, int yPos);
// to test whether cursor is moved on a combo box
BOOL MouseMoveOnComboBox(int xPos, int yPos);
/////////////////////////////////////////
// to release all bitmap of list when you exit this game
void FACE_DeleteAllComboBox();
// to restore all combo-box that in pAllComboBox[MAX_COMBOBOX] to COMBOBOX_UP state
void FACE_RestoreAllComboBoxState( );
///////////////////////////////////////////////////////////////////////
// class declear
class CDDComboBox
{
//member
private:
// the surface that this combo box is load on
CDDSurface m_BitmapSurface;
// a surface to keep the sheltered background when a combo-box popup
CDDSurface * m_pShelterSurface;
public:
// the list unit that include in this combo
CDDListUnit m_ListUnit;
// Attributes
private:
public:
int m_nFileNameId; // name of this DIB file name
char m_ShowString[20]; // the string that show in this combo-box
SIZE m_szOneBitmap; // the size of one state of a bitmap combo
RECT m_rTotal; // there is four state of a bitmap combo in a DIB file
RECT m_rCurrent; // the rectangle of current state bitmap combo
int m_dwX, m_dwY; // the position of a bitmap combo on the surface
int m_nID; // combo id
int m_nState; // combo state,0-up,1-focus,2-disable
int m_nPart; // how many part should the dib image file be devided
// that means,how many state image in one dib file
BOOL m_bEnableSound; // true for enable sound effects
public:
CDDComboBox(); //constructor
~CDDComboBox(); //destructor
// Initialize the data member
public:
// initializes
BOOL PreLoad(int FilenameId, int x, int y, int OneBitmapWidth=0, int OneBitmapHeight=0); //, int part); // always used in the contructor of its parent
void Release(void);
// void LoadSound(LPCTSTR lpszDown, LPCTSTR lpszUp, LPCTSTR lpszDisable); // for playing sound
// attributes
// set the state of this bitmap combo
void SetID(int ID); //to set this combo's ID
// set the state of this combo box
void SetState(int state); // let combo up or focus or ...
// to get the state of this combo box
int GetState(void);
// to get the size of this combo box
SIZE GetSize(void){return m_szOneBitmap;}
// operations
//to test if the given point on this button
BOOL OnComboBox( int x, int y);
// to show the combo-box
void Show();
// to show the list unit of this combo-box
BOOL ShowListUnit(void);
// to close the list unit of this combo-box
void CloseListUnit(void);
// to get the sheltered background and record it into a surface
BOOL GetShelterBackGround(void);
// to restore the shelter background when you close the combo-box
void RestoreShelterBackGround(void);
};
/////////////////////////////////////////////////////////////////////////////
#endif
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