//===========================================================================// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// // EditorView.cpp : implementation of the EditorView class // #include "stdafx.h" #include "mclib.h" #include "EditorMFC.h" #include "EditorView.h" ///////////////////////////////////////////////////////////////////////////// // EditorView EditorView::EditorView() { } EditorView::~EditorView() { } BEGIN_MESSAGE_MAP(EditorView,CWnd ) //{{AFX_MSG_MAP(EditorView) ON_WM_PAINT() //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // EditorView message handlers BOOL EditorView::PreCreateWindow(CREATESTRUCT& cs) { if (!CWnd::PreCreateWindow(cs)) return FALSE; cs.dwExStyle |= WS_EX_CLIENTEDGE; cs.style &= ~WS_BORDER; cs.lpszClass = AfxRegisterWndClass(CS_HREDRAW|CS_VREDRAW|CS_DBLCLKS, ::LoadCursor(NULL, IDC_ARROW), HBRUSH(COLOR_WINDOW+1), NULL); return TRUE; } void EditorView::OnPaint() { CPaintDC dc(this); // device context for painting // Do not call CWnd::OnPaint() for painting messages } LRESULT EditorView::WindowProc(UINT message, WPARAM wParam, LPARAM lParam) { if ( eye ) return GameOSWinProc( m_hWnd,message,wParam,lParam ); return CWnd ::WindowProc(message, wParam, lParam); }