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// Basic.cpp : Defines the class behaviors for the application. 
// 
 
/*********************************************************** 
***          LOGIX RC FLIGHT SIMULATOR v0.1              *** 
***           Copyright Keir Gordon,   2000              *** 
***    for more information please contact me at         *** 
***                logix@ionet.net                       *** 
***	                  or visit	                         *** 
***	          http://logixdev.cjb.net	                 *** 
***********************************************************/  
 
#include "stdafx.h" 
#include "Basic.h" 
#include  
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
MAINLOOP(); 
///////////////////////////////////////////////////////////////////////////// 
// CBasicApp 
 
BEGIN_MESSAGE_MAP(CBasicApp, CWinApp) 
	//{{AFX_MSG_MAP(CBasicApp) 
		// NOTE - the ClassWizard will add and remove mapping macros here. 
		//    DO NOT EDIT what you see in these blocks of generated code! 
	//}}AFX_MSG_MAP 
	// Standard file based document commands 
	ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew) 
	ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen) 
END_MESSAGE_MAP() 
 
///////////////////////////////////////////////////////////////////////////// 
// CBasicApp construction 
 
CBasicApp::CBasicApp() 
{ 
	// TODO: add construction code here, 
	// Place all significant initialization in InitInstance 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// The one and only CBasicApp object 
 
CBasicApp theApp; 
 
///////////////////////////////////////////////////////////////////////////// 
// CBasicApp initialization 
 
BOOL CBasicApp::InitInstance() 
{ 
 
	// Create the main window 
	C3dTWnd* pWnd = new C3dTWnd; 
	pWnd->Create(NULL, NULL, WS_OVERLAPPEDWINDOW | WS_VISIBLE , CRect(50, 50, 400, 350), NULL , 0, NULL) ; 
 
	m_pMainWnd = pWnd; 
 
 
	// Create an initial scene we can add objects to 
 
	pWnd->OnStartTimer(50); 
	 
 
 
	return TRUE; 
} 
 
BOOL CBasicApp::OnIdle(LONG lCount)  
{ 
	BOOL bMore = CWinApp::OnIdle(lCount); 
	 
	if (m_pMainWnd) { 
		C3dTWnd* pWnd = (C3dTWnd*) m_pMainWnd; 
 
		// Tell 3D window to move scene one unit, 
		// and redraw window 
	 
		/*	if (pWnd->Update(1)) { 
			bMore = TRUE; 
		} */ 
 
	} 
	return bMore; 
}