?? gsgame.h
字號:
// GsGame.h: interface for the CGsGame class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GSGAME_H__B0B9C6CE_2C12_4CC4_A102_522F494A7B43__INCLUDED_)
#define AFX_GSGAME_H__B0B9C6CE_2C12_4CC4_A102_522F494A7B43__INCLUDED_
#include "GSLib.h" // Added by ClassView
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class GSLIB_API CGsGame
{
friend CGsEngine;
protected:
CGsEngine* m_pEngine;
CGsUIPanel m_UI;
KEY m_key_style;
std::list<CGsSound*> m_list_sound;
public:
bool play_sound(const char *strSound, int volume=0);
virtual VOID Cleanup();
CGsGame(CGsEngine* pEngine);
virtual ~CGsGame();
const char* GetStyle() {return m_key_style.c_str();}
BOOL IsStyle(const char* style) { return m_key_style==style; }
HRESULT RenderUI();
CGsUIPanel* GetMainUI() { return &m_UI; }
virtual HRESULT Render();
virtual HRESULT Draw(CGsSurface* pSurface) {return S_OK;}
virtual FLAG Update(DWORD dwPassTime);
virtual FLAG UpdateSecond() { return 0; }
virtual FLAG UpdateMinute() { return 0; }
virtual VOID ReleaseSource(); //{return S_OK;}
virtual HRESULT RestoreSource(); //{return S_OK;}
virtual LRESULT MsgProc( UINT uMsg, WPARAM wParam, LPARAM lParam );
// virtual VOID Pause( BOOL bPause );
virtual ID OnMouseMove( UINT nFlags, GPOINT point );
virtual ID OnMouseWheel( UINT nFlags, short zDelta, GPOINT point );
virtual ID OnLButtonDown( UINT nFlags, GPOINT point );
virtual ID OnLButtonUp( UINT nFlags, GPOINT point );
virtual ID OnLButtonDbClk( UINT nFlags, GPOINT point ) ;
virtual ID OnRButtonDown( UINT nFlags, GPOINT point );
virtual ID OnRButtonUp( UINT nFlags, GPOINT point );
virtual ID OnRButtonDbClk( UINT nFlags, GPOINT point );
virtual ID OnChar( UINT nChar, UINT nRepCnt, UINT nFlags );
virtual ID OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
virtual ID OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
protected:
virtual VOID OnUICmd(CGsUIPanel* pUI, UINT msg, LONG param);
};
#endif // !defined(AFX_GSGAME_H__B0B9C6CE_2C12_4CC4_A102_522F494A7B43__INCLUDED_)
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