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);
}
}
}