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; 
}