www.pudn.com > opengldemo1.zip > DialogGL.cpp
// DialogGL.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "DialogGL.h"
#include "DialogGLDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDialogGLApp
BEGIN_MESSAGE_MAP(CDialogGLApp, CWinApp)
//{{AFX_MSG_MAP(CDialogGLApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDialogGLApp construction
CDialogGLApp::CDialogGLApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CDialogGLApp object
CDialogGLApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CDialogGLApp initialization
BOOL CDialogGLApp::InitInstance()
{
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CDialogGLDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
BOOL CDialogGLApp::OnIdle(LONG lCount)
{
// CG: The following code inserted by 'Idle Time Processing' component.
// Note: Do not perform lengthy tasks during OnIdle because your
// application cannot process user input until OnIdle returns.
// call the base class
BOOL bBaseIdle = CWinApp::OnIdle(lCount);
BOOL bMoreIdle = TRUE;
if (lCount == 0)
{
CDialogGLDlg *pDlg;
pDlg = (CDialogGLDlg *)m_pMainWnd;
pDlg->Rotate();
}
else if (lCount == 100)
{
// TODO: add code to perform less important tasks during idle
}
else if (lCount == 1000)
{
// TODO: add code to perform occasional tasks during idle
bMoreIdle = bBaseIdle;
}
// return FALSE when there is no more idle processing to do
return bMoreIdle;
}