?? mapeditdlg.cpp
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/**************************************************************************************
Project Name : Map Edit of my game
Module Name : Main UI
File Name : MapEditDlg.cpp : implementation file
Create : 2007-7-5, by Vigame
Completed : 2007-7-12, by Vigame
Update :
Copyright : o(∩_∩)o
Reference :
Abstrct : You may do whatever you want with this code, as long as
you include this copyright notice in your implementation
files.Comments and bug Reports: vigor1985@gmail.com,
QQ:15061260, I'll right here wait for you, ^_^
by Vigame, 2007-7-12
**************************************************************************************/
#include "stdafx.h"
#include "MapEdit.h"
#include "MapEditDlg.h"
#include "Fense.h"
#include "Reef.h"
#include "Island.h"
#include "Seaweed.h"
#include "Wall.h"
#include "Barbette.h"
#include <mmsystem.h>
#pragma comment(lib, "winmm.lib")
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
const int LINE_LENGTH = 64; // Used to draw square
const int MAPVIEW_X = 24;
const int MAPVIEW_Y = 120;
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
{
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMapEditDlg dialog
CMapEditDlg::CMapEditDlg(CWnd* pParent /*=NULL*/)
: CDialog(CMapEditDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CMapEditDlg)
//}}AFX_DATA_INIT
// Note that LoadIcon does not require a subsequent DestroyIcon in Win32
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CMapEditDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CMapEditDlg)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CMapEditDlg, CDialog)
//{{AFX_MSG_MAP(CMapEditDlg)
ON_COMMAND(ID_OPEN, OnLoadmap)
ON_COMMAND(ID_SAVE, OnSavemap)
ON_COMMAND(ID_NEW, OnNewmap)
// ON_HELP()
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_BN_CLICKED(IDC_NEWMAP, OnNewmap)
ON_BN_CLICKED(IDC_LOADMAP, OnLoadmap)
ON_BN_CLICKED(IDC_SAVEMAP, OnSavemap)
ON_WM_TIMER()
ON_WM_CANCELMODE()
ON_BN_CLICKED(IDC_FENSE, OnFense)
ON_BN_CLICKED(IDC_BARBETTE, OnBarbette)
ON_BN_CLICKED(IDC_WALL, OnWall)
ON_BN_CLICKED(IDC_ISALAND, OnIsaland)
ON_BN_CLICKED(IDC_REEF, OnReef)
ON_BN_CLICKED(IDC_SEAWEED, OnSeaweed)
ON_WM_MOUSEMOVE()
ON_WM_CAPTURECHANGED()
ON_WM_LBUTTONDBLCLK()
ON_WM_CHAR()
ON_WM_LBUTTONDOWN()
ON_WM_CHARTOITEM()
ON_WM_LBUTTONUP()
ON_WM_CLOSE()
ON_WM_KEYDOWN()
ON_WM_COMPAREITEM()
//}}AFX_MSG_MAP
ON_COMMAND(ID_EXIT, &CMapEditDlg::OnExit)
ON_COMMAND(ID_HELP, &CMapEditDlg::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMapEditDlg message handlers
BOOL CMapEditDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// Add "About..." menu item to system menu.
// IDM_ABOUTBOX must be in the system command range.
ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
ASSERT(IDM_ABOUTBOX < 0xF000);
CMenu* pSysMenu = GetSystemMenu(FALSE);
if (pSysMenu != NULL)
{
CString strAboutMenu;
strAboutMenu.LoadString(IDS_ABOUTBOX);
if (!strAboutMenu.IsEmpty())
{
pSysMenu->AppendMenu(MF_SEPARATOR);
pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
}
}
// Set the icon for this dialog. The framework does this automatically
// when the application's main window is not a dialog
// Set timer
SetIcon(m_hIcon, TRUE); // Set big icon
SetIcon(m_hIcon, FALSE); // Set small icon
m_menu.LoadMenu(IDR_MENU1);
SetMenu(&m_menu);
// TODO: Add extra initialization here
GetDlgItem(IDC_SELECTE)->MoveWindow(192, 26, 640, 64);
GetDlgItem(IDC_MAPVIEW)->MoveWindow(24, 120, MAP_WIDTH, MAP_HEIGHT);
// Reset(); // Reset data, I use it in CreateNewMap().
// Init map view resources
m_gameGraphics.InitD3D(::GetDlgItem(m_hWnd, IDC_MAPVIEW));
m_gameResource.LoadAll(m_gameGraphics.Getd3dDevice(), D3DCOLOR_ARGB(255, 0 ,0, 0));
// Init select box resources, er...this is a very foolish method to fill the select
// box with pictures, but it's easy. You can use the resource load by m_gameResource,
// so that you can save 4MB RAM I guess, but you have more calculation. I'm lazy, :)
m_selectGraphics.InitD3D(::GetDlgItem(m_hWnd, IDC_SELECT));
m_selectResource.LoadAll(m_selectGraphics.Getd3dDevice(), D3DCOLOR_ARGB(255, 0 ,0, 0));
// Create new map
CreateNewMap();
return TRUE; // return TRUE unless you set the focus to a control
}
void CMapEditDlg::OnSysCommand(UINT nID, LPARAM lParam)
{
if ((nID & 0xFFF0) == IDM_ABOUTBOX)
{
CAboutDlg dlgAbout;
dlgAbout.DoModal();
}
else
{
CDialog::OnSysCommand(nID, lParam);
}
}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CMapEditDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
Refresh();
CDialog::OnPaint();
}
}
// The system calls this to obtain the cursor to display while the user drags
// the minimized window.
HCURSOR CMapEditDlg::OnQueryDragIcon()
{
return (HCURSOR) m_hIcon;
}
// New map ///////////////////////////////////////////////////////////////
void CMapEditDlg::OnNewmap()
{
// TODO: Add your control notification handler code here
int nRtn = ::MessageBox(m_hWnd, "是否保存原來的地圖?", "保存地圖", MB_YESNOCANCEL);
if (IDYES == nRtn)
{
m_gameMap.SaveMap(m_listMapObject);
CreateNewMap();
}
else if (IDNO == nRtn)
{
CreateNewMap();
}
}
// Load map //////////////////////////////////////////////////////////////
void CMapEditDlg::OnLoadmap()
{
int nRtn = ::MessageBox(m_hWnd, "是否保存修改的地圖?", "保存地圖", MB_YESNOCANCEL);
if (IDYES == nRtn)
{
m_gameMap.SaveMap(m_listMapObject);
Reset();
m_gameMap.LoadMap(m_listMapObject, m_gameResource);
}
else if (IDNO == nRtn)
{
Reset();
m_gameMap.LoadMap(m_listMapObject, m_gameResource);
}
}
// Save map //////////////////////////////////////////////////////////////
void CMapEditDlg::OnSavemap()
{
m_gameMap.SaveMap(m_listMapObject);
}
// Refresh //////////////////////////////////////////////////////////////
void CMapEditDlg::Refresh()
{
if (m_gameGraphics.BeginScene())
{
DrawSea();
DrawScenery();
m_gameGraphics.EndScene();
}
if (m_selectGraphics.BeginScene())
{
FillSelectBox();
m_selectGraphics.EndScene();
}
DrawSelectGridding();
DrawSelectSquare();
FlagObjectSelected();
}
// Draw sea /////////////////////////////////////////////////////////////
void CMapEditDlg::DrawSea()
{
// Draw background -- sea
list<CGameObject>::iterator itr;
for (itr = m_listSea.begin(); itr != m_listSea.end(); itr++)
{
// Draw sea
int i, j;
for (i = 0; i < 960; i += 64)
for (j = 0; j < 540; j += 64)
{
itr->Draw(m_gameGraphics.Getd3dDevice(), i, j);
}
}
}
// Draw Fense ////////////////////////////////////////////////////////////
void CMapEditDlg::DrawScenery()
{
// Sort first
m_listMapObject.sort();
// Draw the objects
list<CGameObject>::iterator itr;
for (itr = m_listMapObject.begin(); itr != m_listMapObject.end(); itr++)
{
itr->Draw(m_gameGraphics.Getd3dDevice(), itr->m_nX, itr->m_nY);
}
}
// Fill Select box ///////////////////////////////////////////////////////
void CMapEditDlg::FillSelectBox()
{
switch (m_selectType)
{
case ST_Fense: // Fill with fense
{
int i;
for (i = 0; i < FENSE_COUNT; i++)
{
LPDIRECT3DTEXTURE9 pTexture = m_selectResource.m_textureFense[i].m_pTexture;
m_selectGraphics.DrawObject(pTexture, i * 64, i, 64, 64, -1);
}
break;
}
case ST_Barbette: // Fill with barbette
{
int i;
for (i = 0; i < BARBETTE_COUNT; i++)
{
LPDIRECT3DTEXTURE9 pTexture = m_selectResource.m_textureBarbette[i].m_pTexture;
m_selectGraphics.DrawObject(pTexture, i * 64, i, 64, 64, -1);
}
break;
}
case ST_Wall: // Fill with walls
{
int i;
for (i = 0; i < WALL_COUNT; i++)
{
LPDIRECT3DTEXTURE9 pTexture = m_selectResource.m_textureWall[i].m_pTexture;
m_selectGraphics.DrawObject(pTexture, i * 64, i, 64, 64, -1);
}
break;
}
case ST_Island: // Fill with islands
{
int i;
for (i = 0; i < ISLAND_COUNT; i++)
{
LPDIRECT3DTEXTURE9 pTexture = m_selectResource.m_textureIsland[i].m_pTexture;
m_selectGraphics.DrawObject(pTexture, i * 64, i, 64, 64, -1);
}
break;
}
case ST_Reef: // Fill with the reef
{
int i;
for (i = 0; i < REEF_COUNT; i++)
{
LPDIRECT3DTEXTURE9 pTexture = m_selectResource.m_textureReef[i].m_pTexture;
m_selectGraphics.DrawObject(pTexture, i * 64, i, 64, 64, -1);
}
break;
}
default:
{
LPDIRECT3DTEXTURE9 pTexture = m_selectResource.m_textureSeaweed.m_pTexture;
m_selectGraphics.DrawObject(pTexture, 0, 0, 64, 64, -1);
break;
}
}
}
// Draw select gridding //////////////////////////////////////////////////////
void CMapEditDlg::DrawSelectGridding()
{
int i;
CClientDC dc(this);
CPen pen(PS_SOLID, 1, RGB(0, 255, 0));
CPen *pOldPen = dc.SelectObject(&pen);
for (i = 192; i < (192 + 640); i += 64)
{
dc.MoveTo(i, 27);
dc.LineTo(i + 64, 27);
dc.LineTo(i + 64, 64 + 24);
dc.LineTo(i, 64 + 24);
dc.LineTo(i, 27);
}
dc.SelectObject(pOldPen);
}
// Draw squrare /////////////////////////////////////////////////////////
void CMapEditDlg::DrawSelectSquare()
{
// Get mouse position first
CPoint point;
::GetCursorPos(&point);
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