www.pudn.com > goodchessGame.zip > MainFrm.cpp


// MainFrm.cpp : implementation of the CMainFrame class 
// 
 
#include "stdafx.h" 
#include "FiveInOne.h" 
 
#include "MainFrm.h" 
 
#ifdef _DEBUG 
#define new DEBUG_NEW 
#undef THIS_FILE 
static char THIS_FILE[] = __FILE__; 
#endif 
 
///////////////////////////////////////////////////////////////////////////// 
// CMainFrame 
 
IMPLEMENT_DYNCREATE(CMainFrame, CFrameWnd) 
 
BEGIN_MESSAGE_MAP(CMainFrame, CFrameWnd) 
	//{{AFX_MSG_MAP(CMainFrame) 
	ON_WM_CREATE() 
	ON_WM_CLOSE() 
	ON_WM_ACTIVATE() 
	ON_COMMAND(ID_HELP_FINDER, CFrameWnd::OnHelpFinder) 
	ON_COMMAND(ID_HELP, CFrameWnd::OnHelp) 
	ON_COMMAND(ID_CONTEXT_HELP, CFrameWnd::OnContextHelp) 
	ON_COMMAND(ID_DEFAULT_HELP, CFrameWnd::OnHelpFinder) 
	//}}AFX_MSG_MAP 
	ON_UPDATE_COMMAND_UI(ID_INDICATOR_TURN, OnUpdateIndicators) 
//	ON_WM_INITMENU() 
ON_WM_INITMENU() 
END_MESSAGE_MAP() 
 
static UINT indicators[] = 
{ 
	ID_SEPARATOR,           // status line indicator 
	ID_SEPARATOR, 
}; 
 
///////////////////////////////////////////////////////////////////////////// 
// CMainFrame construction/destruction 
 
CMainFrame::CMainFrame() 
{ 
	// TODO: add member initialization code here 
} 
 
CMainFrame::~CMainFrame() 
{ 
} 
 
BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs) 
{ 
	if( !CFrameWnd::PreCreateWindow(cs) ) 
		return FALSE; 
	// TODO: Modify the Window class or styles here by modifying 
	//  the CREATESTRUCT cs 
 
	cs.style = WS_MAXIMIZE | WS_MINIMIZEBOX | WS_OVERLAPPED | WS_SYSMENU | WS_BORDER; 
	return TRUE; 
} 
 
///////////////////////////////////////////////////////////////////////////// 
// CMainFrame diagnostics 
 
#ifdef _DEBUG 
void CMainFrame::AssertValid() const 
{ 
	CFrameWnd::AssertValid(); 
} 
 
void CMainFrame::Dump(CDumpContext& dc) const 
{ 
	CFrameWnd::Dump(dc); 
} 
 
#endif //_DEBUG 
 
///////////////////////////////////////////////////////////////////////////// 
// CMainFrame message handlers 
 
LRESULT CMainFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)  
{ 
	// TODO: Add your specialized code here and/or call the base class 
	 
	if (message == WM_SYSCOMMAND && (wParam & 0xFFF0) == SC_MOVE)  
	{ 
		return 0;  
	}  
 
	return CFrameWnd::WindowProc(message, wParam, lParam); 
} 
 
int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)  
{ 
	if (CFrameWnd::OnCreate(lpCreateStruct) == -1) 
		return -1; 
		 
	if (!m_wndStatusBar.Create(this) || 
		!m_wndStatusBar.SetIndicators(indicators, 
		  sizeof(indicators)/sizeof(UINT))) 
	{ 
		TRACE0("Failed to create status bar\n"); 
		return -1;      // fail to create 
	} 
	m_wndStatusBar.SetPaneInfo(1, ID_INDICATOR_TURN,  SBPS_NORMAL, 40); 
	 
	// TODO: Add your specialized creation code here 
 
	return 0; 
} 
 
void CMainFrame::OnClose()  
{ 
	// TODO: Add your message handler code here and/or call default 
 
	CFrameWnd::OnClose(); 
} 
 
void CMainFrame::OnUpdateIndicators(CCmdUI* pCmdUI)  
{ 
	BOOL yesno = GetActiveView()->IsKindOf(RUNTIME_CLASS(CNetworkGameController)); 
	if(yesno) 
	{ 
		CNetworkGameController *pView = (CNetworkGameController*)(GetActiveView()); 
		if (pView && pView->m_bPlay) 
		{ 
			CString TurnStr; 
			if(pView->m_bItsMyTurn) 
			{ 
				TurnStr = _T("True"); 
				m_wndStatusBar.SetWindowText(_T("It is your turn to play")); 
			} 
			else 
			{ 
				TurnStr = _T("False"); 
				m_wndStatusBar.SetWindowText(_T("It is not your turn, please wait...")); 
			}	   
			m_wndStatusBar.SetPaneText(1, TurnStr); 
		} 
	} 
}