下載了別人的代碼,看懂了一部分,大部分不懂,麻煩大佬解釋一下
有中文注釋的是我能理解的一部分,沒有就看不太懂,尤其是比較長的代碼
下面復制代碼的頭檔案
// crainDlg.h : header file
class CCrainDlg : public CDialog
{
// Construction
private:
static UINT onthread(LPVOID wParam);
public:
float vcos[1000];
float vsin[1000];
CRgn aRgn;//封裝Windows圖形設備介面(GDI)區域
CPen aPen;
CBrush aBrush;//CBrush是封裝畫刷的類,傳給需要畫刷的CDC成員函式
CRect Rect1;//CRect是一個矩形的類,資料成員是左上和右下的坐標,用GetClientRect()可以獲得用戶區的矩形視窗區域大小
CRect aRect;
//bool soundon; //雨聲
float yacce;
float xacce;
void drawellipse(CDC * adc,int x1,int y1,int x2,int y2,COLORREF color);
bool endthread; //結束子執行緒
void dothread(void);//開始子執行緒
CWinThread * aThread;
bool israinning; //正在下雨
void drive(void);
void draw(void);
struct ripplechain * rc; // 所有漣漪組成的鏈表
struct dropletchain * dc; //所有雨滴組成的鏈表
CCrainDlg(CWnd* pParent = NULL); // standard constructor
// Dialog Data
//{{AFX_DATA(CCrainDlg)
enum { IDD = IDD_CRAIN_DIALOG };
int m_dropnumber;
int m_ripplenumber;
int m_wind;
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
// Implementation
protected:
HICON m_hIcon;
// Generated message map functions
//{{AFX_MSG(CCrainDlg)
//virtual BOOL OnInitDialog();
//afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnCancelMode();
afx_msg void OnButton1();
//afx_msg void OnMouseMove(UINT nFlags, CPoint point);
//afx_msg void OnCaptureChanged(CWnd *pWnd);
afx_msg void OnButton2();
//afx_msg void OnButton3();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
public:
};
#endif
下面是.cpp檔案
// crainDlg.cpp : 實作檔案
#include "stdafx.h"
#include "crain.h"
#include "crainDlg.h"
#include "math.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
// CAboutDlg dialog used for App About:caboutdlg對話框用于應用程式
class CAboutDlg : public CDialog
{
public:
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
// Implementation:實作
protected:
DECLARE_MESSAGE_MAP()
};
void CAboutDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// CCrainDlg dialog
CCrainDlg::CCrainDlg(CWnd* pParent /*=NULL*/)
: CDialog(CCrainDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CCrainDlg)
m_dropnumber = 0; //雨滴數為0
m_ripplenumber = 0; //漣漪數為0
m_wind = 0; //沒有風
//}}AFX_DATA_INIT
israinning=false;
dc=new struct dropletchain;//雨滴鏈表為空
dc->drop=NULL;
dc->pre=dc;
dc->next=dc;
rc=new struct ripplechain;//漣漪鏈表為空
rc->aripple=NULL;
rc->pre=rc;
rc->next=rc;
int i ;
for(i=0;i<1000;i++)
{
vsin[i]=sin(i*6.284/1000);
vcos[i]=cos(i*6.284/1000);
}
m_hIcon = AfxGetApp()->LoadIcon(IDR_MAINFRAME);
}
void CCrainDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CCrainDlg)
DDX_Text(pDX, IDC_EDIT5, m_dropnumber);//雨點數
DDX_Text(pDX, IDC_EDIT6, m_ripplenumber);//漣漪數
DDX_Text(pDX, IDC_EDIT1, m_wind);//風力
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CCrainDlg, CDialog)
//{{AFX_MSG_MAP(CCrainDlg)
ON_WM_SYSCOMMAND()
ON_WM_PAINT()
ON_WM_QUERYDRAGICON()
ON_WM_LBUTTONDOWN()
ON_WM_CANCELMODE()
ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
ON_WM_MOUSEMOVE()
ON_WM_CAPTURECHANGED()
ON_BN_CLICKED(IDC_BUTTON2, OnButton2)
// ON_BN_CLICKED(IDC_BUTTON3, OnButton3)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CCrainDlg message handlers
//BOOL CCrainDlg::OnInitDialog()
//{
// CDialog::OnInitDialog();
//
// // Add "About..." menu item to system menu.
// //在系統選單中添加“關于…”選單項。
// // IDM_ABOUTBOX must be in the system command range.
// //IDM_ABOUTBOX必須在系統命令范圍內。
// ASSERT((IDM_ABOUTBOX & 0xFFF0) == IDM_ABOUTBOX);
// ASSERT(IDM_ABOUTBOX < 0xF000);
//
// CMenu* pSysMenu = GetSystemMenu(FALSE);
// if (pSysMenu != NULL)
// {
// CString strAboutMenu;
// strAboutMenu.LoadString(IDS_ABOUTBOX);
// if (!strAboutMenu.IsEmpty())
// {
// pSysMenu->AppendMenu(MF_SEPARATOR);
// pSysMenu->AppendMenu(MF_STRING, IDM_ABOUTBOX, strAboutMenu);
// }
// }
//
// SetIcon(m_hIcon, TRUE); // Set big icon
// SetIcon(m_hIcon, FALSE); // Set small icon
//
// // TODO: Add extra initialization here
//
// return TRUE; // return TRUE unless you set the focus to a control
//}
//void CCrainDlg::OnSysCommand(UINT nID, LPARAM lParam)
//{
// if ((nID & 0xFFF0) == IDM_ABOUTBOX)
// {
// CAboutDlg dlgAbout;
// dlgAbout.DoModal();
// }
// else
// {
// CDialog::OnSysCommand(nID, lParam);
// }
//}
// If you add a minimize button to your dialog, you will need the code below
// to draw the icon. For MFC applications using the document/view model,
// this is automatically done for you by the framework.
void CCrainDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting
SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0);
// Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
// Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialog::OnPaint();
}
}
HCURSOR CCrainDlg::OnQueryDragIcon()//獲取滑鼠圖示,回傳值HCURSOR是滑鼠型別位圖畫刷
{
return (HCURSOR) m_hIcon;
}
//DEL void CCrainDlg::show()
//DEL {
//DEL
//DEL }
void CCrainDlg::OnLButtonDown(UINT nFlags, CPoint point)
{
// TODO: Add your message handler code here and/or call default
CDialog::OnLButtonDown(nFlags, point);
}
void CCrainDlg::OnCancelMode()
{
CDialog::OnCancelMode();
}
void CCrainDlg::draw()
{
CWnd * PaintWind=this->GetDlgItem(ID_P);
CDC * PaintWindDC=PaintWind->GetDC();
PaintWind->GetClientRect(aRect);
Rect1.bottom=aRect.bottom ;
Rect1.right =aRect.right ;
Rect1.left =aRect.left ;
Rect1.top =aRect.bottom * 2 / 3;
PaintWindDC->SetROP2(R2_XORPEN);
struct dropletchain * adropchain;
droplet * adrop;
if(dc->next != dc)
{
adropchain=dc->next;
while(adropchain!=dc)
{
adrop=adropchain->drop;
if(adrop->visibility)
{
aBrush.DeleteObject();
aBrush.CreateSolidBrush(adrop->color);
aRgn.DeleteObject ();
aRgn.CreateEllipticRgn (adrop->x-adrop->radius,
adrop->y-adrop->radius,
adrop->x+adrop->radius,
adrop->y+adrop->radius);
PaintWindDC->FillRgn(&aRgn,&aBrush);
}
adropchain=adropchain->next;
}
}
struct ripplechain * aripplechain;
ripple * aripple;
if(rc->next != rc)
{
aripplechain=rc->next;
while(aripplechain!=rc)
{
aripple=aripplechain ->aripple;
aripple->shown=1-aripple->shown ;
this->drawellipse (PaintWindDC,aripple->xdrop-aripple->radius,
aripple->ydrop-aripple->radius/2,
aripple->xdrop+aripple->radius,
aripple->ydrop+aripple->radius/2,aripple->color );
this->drawellipse (PaintWindDC,aripple->xdrop-aripple->radius-1,
aripple->ydrop-aripple->radius/2-1,
aripple->xdrop+aripple->radius+1,
aripple->ydrop+aripple->radius/2+1,aripple->color );
aripplechain=aripplechain->next;
}
}
比較多,分兩次貼
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struct ripplechain * aripplechain;ripple * aripple;
if(rc->next != rc)
{
aripplechain=rc->next;
while(aripplechain!=rc)
{
aripple=aripplechain ->aripple;
aripple->shown=1-aripple->shown ;
this->drawellipse (PaintWindDC,aripple->xdrop-aripple->radius,
aripple->ydrop-aripple->radius/2,
aripple->xdrop+aripple->radius,
aripple->ydrop+aripple->radius/2,aripple->color );
this->drawellipse (PaintWindDC,aripple->xdrop-aripple->radius-1,
aripple->ydrop-aripple->radius/2-1,
aripple->xdrop+aripple->radius+1,
aripple->ydrop+aripple->radius/2+1,aripple->color );
aripplechain=aripplechain->next;
}
}
PaintWind->ReleaseDC (PaintWindDC);
}
void CCrainDlg::drive()//驅動函式,負責對每個"元素"(包括雨滴和漣漪)的狀態進行分析以得到下個時刻的狀態,并隨機產生新的雨滴
{
char s[10];
struct dropletchain * ndc=new struct dropletchain;
droplet * ndrop=new droplet;
ndrop->color=RGB(rand()%256,rand()%256,rand()%256);
ndrop->visibility =1;
ndrop->radius =rand()%3+1;
ndrop->x=rand()%(aRect.right -aRect.left);
ndrop->y=rand()%(Rect1.top -aRect.top );
ndrop->xvelocity=0;
ndrop->yvelocity =10;
ndc->drop =ndrop;
ndc->pre =dc;
ndc->next =dc->next ;
ndc->next->pre =ndc;
dc->next =ndc;
this->m_dropnumber ++;
sprintf(s,"%d",m_dropnumber);
this->SetDlgItemText(IDC_EDIT5,s);
struct dropletchain * adropchain;
droplet * adrop;
if(dc->next != dc)
{ //下面是處理雨點程式的主要部分
adropchain=dc->next;
while(adropchain!=dc)
{
adrop=adropchain->drop;
adrop->x+=(adrop->xvelocity+xacce) ;//計算下個時刻的雨點位置
adrop->y+=(adrop->yvelocity+yacce) ;
if(adrop->x>aRect.right ||adrop->x<aRect.left ||adrop->y<aRect.top||adrop->y>aRect.bottom )//分析雨點是否越界,是則刪去
{
adropchain->next->pre=adropchain->pre;
adropchain=adropchain->next;
delete adropchain->pre->next->drop ;
delete adropchain->pre->next ;
adropchain->pre->next=adropchain;
this->m_dropnumber --;
sprintf(s,"%d",m_dropnumber);//將雨滴數以整形輸出并賦值給s
this->SetDlgItemText(IDC_EDIT5,s);//設定對話框中雨點數的值為s
}
else if(adrop->y>Rect1.top+40 && rand()%4==1)//雨點到達水面則刪去此雨點并產生新漣漪
{
struct ripplechain * arc=new struct ripplechain;
ripple * aripple=new ripple;
arc->aripple =aripple;
aripple->color=adrop->color ;//刪去的雨點和新生的漣漪顏色相同
aripple->radius =adrop->radius ;//初始半徑也相同
aripple->xdrop =adrop->x;//初位置傳遞下來
aripple->ydrop =adrop->y;
aripple->shown =0;
arc->next=rc->next ;
arc->pre =rc;
rc->next->pre =arc;
rc->next=arc;
adropchain->next->pre=adropchain->pre;
adropchain=adropchain->next;
delete adropchain->pre->next->drop ;
delete adropchain->pre->next ;
adropchain->pre->next=adropchain;
this->m_dropnumber --;
sprintf(s,"%d",m_dropnumber);
this->SetDlgItemText(IDC_EDIT5,s);
this->m_ripplenumber ++;
sprintf(s,"%d",m_ripplenumber);
this->SetDlgItemText(IDC_EDIT6,s);
//if(rand()%10==1 && soundon)
// Beep(4000,10);
}
else//對下個雨點進行判斷
{
adropchain=adropchain->next;
}
}
}
struct ripplechain * aripplechain;
ripple * aripple;
if(rc->next != rc)
{ //下面是處理漣漪的程式的主要部分
aripplechain=rc->next;
while(aripplechain!=rc)
{
aripple=aripplechain ->aripple;
if(aripple->radius>40 && aripple->shown ==0)//判斷是否應刪去此漣漪
{
aripplechain->next->pre=aripplechain->pre;
aripplechain=aripplechain->next;
delete aripplechain->pre->next->aripple ;
delete aripplechain->pre->next ;
aripplechain->pre->next=aripplechain;
this->m_ripplenumber --;
sprintf(s,"%d",m_ripplenumber);
this->SetDlgItemText(IDC_EDIT6,s);
}
else
{
aripple->radius +=1;//漣漪擴展
aripplechain=aripplechain->next;//對下個漣漪進行判斷
}
}
}
}
void CCrainDlg::OnButton1() //“開始下雨”按鈕
{
if(!israinning)
{
israinning=true;
endthread=false;
this->SetDlgItemText(IDC_BUTTON1,"開始下雨");
aThread=AfxBeginThread(onthread,this );
this->SetDlgItemText(IDC_BUTTON1,"停止下雨");
}
else
{
israinning=false;
endthread=true;
this->SetDlgItemText(IDC_BUTTON1,"開始下雨");
}
}
//DEL UINT CCrainDlg::pThread(LPVOID pParam)
//DEL {
//DEL AfxMessageBox("sldkfs");
//DEL return 0;
//DEL }
void CCrainDlg::dothread()//進行執行緒
{
CWnd * PaintWind=this->GetDlgItem(ID_P);//ID_P下雨的界面
aBrush.CreateSolidBrush(RGB(0,0,0));//呼叫CBrush::CreateSolidBrush()成員函式來初始化實畫刷,以便使用純色來填充區域內部
PaintWind->GetClientRect(aRect);
CDC * PaintWindDC=PaintWind->GetDC();
PaintWindDC->FillRect(aRect,& aBrush);
aBrush.DeleteObject();//釋放所有與該aBrush有關的系統資源
aBrush.CreateSolidBrush (RGB(0,0,255));
Rect1.bottom=aRect.bottom ;
Rect1.right =aRect.right ;
Rect1.left =aRect.left ;
Rect1.top =aRect.bottom * 2 / 3;
PaintWindDC->FillRect(Rect1,&aBrush);
aBrush.DeleteObject ();
while(!this->endthread )
{
draw(); //繪制圖形(包括雨滴和漣漪)
draw(); //重繪一邊,由于設定繪圖模式為xor(將繪好的圖形擦去,由于視覺暫留,形成影片)
drive();
}
}
UINT CCrainDlg::onthread(LPVOID wParam)
{
CCrainDlg * ad=(CCrainDlg *)wParam;
ad->dothread ();
return 0;
}
void CCrainDlg::drawellipse(CDC *adc, int x1, int y1, int x2, int y2, COLORREF color)//畫漣漪
{
int angle;
int x0=(x1+x2)/2;
int y0=(y1+y2)/2;
int rx=x0-x1;
int ry=y0-y1;
for(angle=0;angle<1000;angle+=20)
{
adc->SetPixel (x0+rx*vcos[angle],y0+ry*vsin[angle],color);
}
}
//void CCrainDlg::OnMouseMove(UINT nFlags, CPoint point) //當滑鼠左鍵按下時,滑鼠相對所在視窗左上角為基點的位置的X,Y坐標
//{
// char s[10];
// CWnd * PaintWind=this->GetDlgItem(ID_P);//函式執行程序中,不能修改CWnd類內的成員
//
// PaintWind->GetClientRect(aRect);
// CDC * PaintWindDC=PaintWind->GetDC();
//
// Rect1.bottom=aRect.bottom ;
// Rect1.right =aRect.right ;
// Rect1.left =aRect.left ;
// Rect1.top =aRect.bottom * 2 / 3;
//
// if(point.x>aRect.left &&point.x<aRect.right
// && point.y>aRect.top && point.y<aRect.bottom )
// {
// xacce=10*2*(point.x-aRect.CenterPoint ().x )/aRect.Width ();
// yacce=10*2*(point.y-aRect.CenterPoint ().y)/aRect.Height ();
// }
// else
// {
// xacce=0;
// yacce=0;
// }
// float dir=sqrt(xacce*xacce+yacce*yacce);
// if(xacce==0&& yacce==0)
// { sprintf(s,"");
// this->SetDlgItemText(IDC_EDIT2,s);
// }
// else
// {
// dir=90+asin(yacce/dir)/3.14 * 180;
// if(xacce<0) dir=360-dir;
// dir=dir/30;
// sprintf(s,"%d clock",(int)dir);
// this->SetDlgItemText(IDC_EDIT2,s);
// }
// this->m_wind =(int)sqrt(xacce*xacce+yacce*yacce);
// sprintf(s,"%d",m_wind);
// this->SetDlgItemText(IDC_EDIT1,s);
//
// CDialog::OnMouseMove(nFlags, point);
//}
//void CCrainDlg::OnCaptureChanged(CWnd *pWnd)
//{
// // TODO: Add your message handler code here
// //TODO:在這里添加訊息處理程式代碼
//
// CDialog::OnCaptureChanged(pWnd);//框架呼叫該成員函式通知失去滑鼠捕獲的視窗。
//}
void CCrainDlg::OnButton2() //“關閉程式”按鈕
{
this->endthread =true;
EndDialog(IDOK);
}
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void CCrainDlg::drive()//驅動函式,負責對每個"元素"(包括雨滴和漣漪)的狀態進行分析以得到下個時刻的狀態,并隨機產生新的雨滴{
char s[10];
struct dropletchain * ndc=new struct dropletchain;
droplet * ndrop=new droplet;
ndrop->color=RGB(rand()%256,rand()%256,rand()%256);
ndrop->visibility =1;
ndrop->radius =rand()%3+1;
ndrop->x=rand()%(aRect.right -aRect.left);
ndrop->y=rand()%(Rect1.top -aRect.top );
ndrop->xvelocity=0;
ndrop->yvelocity =10;
ndc->drop =ndrop;
ndc->pre =dc;
ndc->next =dc->next ;
ndc->next->pre =ndc;
dc->next =ndc;
this->m_dropnumber ++;
sprintf(s,"%d",m_dropnumber);
this->SetDlgItemText(IDC_EDIT5,s);
struct dropletchain * adropchain;
droplet * adrop;
if(dc->next != dc)
{ //下面是處理雨點程式的主要部分
adropchain=dc->next;
while(adropchain!=dc)
{
adrop=adropchain->drop;
adrop->x+=(adrop->xvelocity+xacce) ;//計算下個時刻的雨點位置
adrop->y+=(adrop->yvelocity+yacce) ;
if(adrop->x>aRect.right ||adrop->x<aRect.left ||adrop->y<aRect.top||adrop->y>aRect.bottom )//分析雨點是否越界,是則刪去
{
adropchain->next->pre=adropchain->pre;
adropchain=adropchain->next;
delete adropchain->pre->next->drop ;
delete adropchain->pre->next ;
adropchain->pre->next=adropchain;
this->m_dropnumber --;
sprintf(s,"%d",m_dropnumber);//將雨滴數以整形輸出并賦值給s
this->SetDlgItemText(IDC_EDIT5,s);//設定對話框中雨點數的值為s
}
else if(adrop->y>Rect1.top+40 && rand()%4==1)//雨點到達水面則刪去此雨點并產生新漣漪
{
struct ripplechain * arc=new struct ripplechain;
ripple * aripple=new ripple;
arc->aripple =aripple;
aripple->color=adrop->color ;//刪去的雨點和新生的漣漪顏色相同
aripple->radius =adrop->radius ;//初始半徑也相同
aripple->xdrop =adrop->x;//初位置傳遞下來
aripple->ydrop =adrop->y;
aripple->shown =0;
arc->next=rc->next ;
arc->pre =rc;
rc->next->pre =arc;
rc->next=arc;
adropchain->next->pre=adropchain->pre;
adropchain=adropchain->next;
delete adropchain->pre->next->drop ;
delete adropchain->pre->next ;
adropchain->pre->next=adropchain;
this->m_dropnumber --;
sprintf(s,"%d",m_dropnumber);
this->SetDlgItemText(IDC_EDIT5,s);
this->m_ripplenumber ++;
sprintf(s,"%d",m_ripplenumber);
this->SetDlgItemText(IDC_EDIT6,s);
//if(rand()%10==1 && soundon)
// Beep(4000,10);
}
else//對下個雨點進行判斷
{
adropchain=adropchain->next;
}
}
}
struct ripplechain * aripplechain;
ripple * aripple;
if(rc->next != rc)
{ //下面是處理漣漪的程式的主要部分
aripplechain=rc->next;
while(aripplechain!=rc)
{
aripple=aripplechain ->aripple;
if(aripple->radius>40 && aripple->shown ==0)//判斷是否應刪去此漣漪
{
aripplechain->next->pre=aripplechain->pre;
aripplechain=aripplechain->next;
delete aripplechain->pre->next->aripple ;
delete aripplechain->pre->next ;
aripplechain->pre->next=aripplechain;
this->m_ripplenumber --;
sprintf(s,"%d",m_ripplenumber);
this->SetDlgItemText(IDC_EDIT6,s);
}
else
{
aripple->radius +=1;//漣漪擴展
aripplechain=aripplechain->next;//對下個漣漪進行判斷
}
}
}
}
void CCrainDlg::OnButton1() //“開始下雨”按鈕
{
if(!israinning)
{
israinning=true;
endthread=false;
this->SetDlgItemText(IDC_BUTTON1,"開始下雨");
aThread=AfxBeginThread(onthread,this );
this->SetDlgItemText(IDC_BUTTON1,"停止下雨");
}
else
{
israinning=false;
endthread=true;
this->SetDlgItemText(IDC_BUTTON1,"開始下雨");
}
}
//DEL UINT CCrainDlg::pThread(LPVOID pParam)
//DEL {
//DEL AfxMessageBox("sldkfs");
//DEL return 0;
//DEL }
void CCrainDlg::dothread()//進行執行緒
{
CWnd * PaintWind=this->GetDlgItem(ID_P);//ID_P下雨的界面
aBrush.CreateSolidBrush(RGB(0,0,0));//呼叫CBrush::CreateSolidBrush()成員函式來初始化實畫刷,以便使用純色來填充區域內部
PaintWind->GetClientRect(aRect);
CDC * PaintWindDC=PaintWind->GetDC();
PaintWindDC->FillRect(aRect,& aBrush);
aBrush.DeleteObject();//釋放所有與該aBrush有關的系統資源
aBrush.CreateSolidBrush (RGB(0,0,255));
Rect1.bottom=aRect.bottom ;
Rect1.right =aRect.right ;
Rect1.left =aRect.left ;
Rect1.top =aRect.bottom * 2 / 3;
PaintWindDC->FillRect(Rect1,&aBrush);
aBrush.DeleteObject ();
while(!this->endthread )
{
draw(); //繪制圖形(包括雨滴和漣漪)
draw(); //重繪一邊,由于設定繪圖模式為xor(將繪好的圖形擦去,由于視覺暫留,形成影片)
drive();
}
}
UINT CCrainDlg::onthread(LPVOID wParam)
{
CCrainDlg * ad=(CCrainDlg *)wParam;
ad->dothread ();
return 0;
}
void CCrainDlg::drawellipse(CDC *adc, int x1, int y1, int x2, int y2, COLORREF color)//畫漣漪
{
int angle;
int x0=(x1+x2)/2;
int y0=(y1+y2)/2;
int rx=x0-x1;
int ry=y0-y1;
for(angle=0;angle<1000;angle+=20)
{
adc->SetPixel (x0+rx*vcos[angle],y0+ry*vsin[angle],color);
}
}
//void CCrainDlg::OnMouseMove(UINT nFlags, CPoint point) //當滑鼠左鍵按下時,滑鼠相對所在視窗左上角為基點的位置的X,Y坐標
//{
// char s[10];
// CWnd * PaintWind=this->GetDlgItem(ID_P);//函式執行程序中,不能修改CWnd類內的成員
//
// PaintWind->GetClientRect(aRect);
// CDC * PaintWindDC=PaintWind->GetDC();
//
// Rect1.bottom=aRect.bottom ;
// Rect1.right =aRect.right ;
// Rect1.left =aRect.left ;
// Rect1.top =aRect.bottom * 2 / 3;
//
// if(point.x>aRect.left &&point.x<aRect.right
// && point.y>aRect.top && point.y<aRect.bottom )
// {
// xacce=10*2*(point.x-aRect.CenterPoint ().x )/aRect.Width ();
// yacce=10*2*(point.y-aRect.CenterPoint ().y)/aRect.Height ();
// }
// else
// {
// xacce=0;
// yacce=0;
// }
// float dir=sqrt(xacce*xacce+yacce*yacce);
// if(xacce==0&& yacce==0)
// { sprintf(s,"");
// this->SetDlgItemText(IDC_EDIT2,s);
// }
// else
// {
// dir=90+asin(yacce/dir)/3.14 * 180;
// if(xacce<0) dir=360-dir;
// dir=dir/30;
// sprintf(s,"%d clock",(int)dir);
// this->SetDlgItemText(IDC_EDIT2,s);
// }
// this->m_wind =(int)sqrt(xacce*xacce+yacce*yacce);
// sprintf(s,"%d",m_wind);
// this->SetDlgItemText(IDC_EDIT1,s);
//
// CDialog::OnMouseMove(nFlags, point);
//}
//void CCrainDlg::OnCaptureChanged(CWnd *pWnd)
//{
// // TODO: Add your message handler code here
// //TODO:在這里添加訊息處理程式代碼
//
// CDialog::OnCaptureChanged(pWnd);//框架呼叫該成員函式通知失去滑鼠捕獲的視窗。
//}
void CCrainDlg::OnButton2() //“關閉程式”按鈕
{
this->endthread =true;
EndDialog(IDOK);
}
這是第二部分,上面的不全
uj5u.com熱心網友回復:
這是運行的效果
點擊“開始下雨”

點擊“退出程式”就會退出
uj5u.com熱心網友回復:
請問這個程式的功能是什么uj5u.com熱心網友回復:
此程式功能為:設計一個程式,演示美麗的“池塘夜雨”景色;色彩繽紛的雨點飄飄灑灑地從天而降,濺起圈圈微瀾。
uj5u.com熱心網友回復:
我覺得太長了,可能沒人想看,把代碼拆分成一部分,下面的代碼是畫漣漪嗎?也就是橢圓?void CCrainDlg::drawellipse(CDC *adc, int x1, int y1, int x2, int y2, COLORREF color)//畫漣漪
{
int angle;
int x0=(x1+x2)/2;
int y0=(y1+y2)/2;
int rx=x0-x1;
int ry=y0-y1;
for(angle=0;angle<1000;angle+=20)
{
adc->SetPixel (x0+rx*vcos[angle],y0+ry*vsin[angle],color);
}
}
uj5u.com熱心網友回復:
有大佬嗎?麻煩幫我看看uj5u.com熱心網友回復:
單步跟啊,幾乎沒有人有耐心幫別人看uj5u.com熱心網友回復:
主要不是自己的代碼,再加上基礎比較薄弱,麻煩會的人幫我看一小段void CCrainDlg::draw()
{
//畫矩形框
CWnd * PaintWind=this->GetDlgItem(ID_P);
CDC * PaintWindDC=PaintWind->GetDC();//GetDC得到的是顯示區域(客戶區)
PaintWind->GetClientRect(aRect);
Rect1.bottom=aRect.bottom ;
Rect1.right =aRect.right ;
Rect1.left =aRect.left ;
Rect1.top =aRect.bottom * 2 / 3;
PaintWindDC->SetROP2(R2_XORPEN);//設定繪圖模式為xor:繪圖的異或效果
struct dropletchain * adropchain;
droplet * adrop;
if(dc->next != dc) //非空鏈表
{
adropchain=dc->next;
while(adropchain!=dc)
{
adrop=adropchain->drop;
if(adrop->visibility)
{
aBrush.DeleteObject();
aBrush.CreateSolidBrush(adrop->color);
aRgn.DeleteObject ();
aRgn.CreateEllipticRgn (adrop->x-adrop->radius,
adrop->y-adrop->radius,
adrop->x+adrop->radius,
adrop->y+adrop->radius);
PaintWindDC->FillRgn(&aRgn,&aBrush);
}
adropchain=adropchain->next;
}
}
struct ripplechain * aripplechain;
ripple * aripple;
if(rc->next != rc)
{
aripplechain=rc->next;
while(aripplechain!=rc)
{
aripple=aripplechain ->aripple;
aripple->shown=1-aripple->shown ;
this->drawellipse (PaintWindDC,aripple->xdrop-aripple->radius,
aripple->ydrop-aripple->radius/2,
aripple->xdrop+aripple->radius,
aripple->ydrop+aripple->radius/2,aripple->color );
this->drawellipse (PaintWindDC,aripple->xdrop-aripple->radius-1,
aripple->ydrop-aripple->radius/2-1,
aripple->xdrop+aripple->radius+1,
aripple->ydrop+aripple->radius/2+1,aripple->color );
aripplechain=aripplechain->next;
}
}
PaintWind->ReleaseDC (PaintWindDC); //釋放 CDC 指標
}
uj5u.com熱心網友回復:
"WaveObj水波紋(逆向).zip"https://download.csdn.net/download/schlafenhamster/6218467
這是 WAVEOBJ.Dll 的逆向工程。
首先用 IDA 反匯編 WAVEOBJ.Dll。
然后把反匯編代碼嵌入到 VC++ 6.0 的 _asm{} 塊中。
全部代碼在檔案 “WaveObj.c” 中。
檔案中的每個函式,既有 _asm 代碼,同時也有 C 代碼。
通過 #if 0 來選擇是使用 asm 代碼 ,還是 C 代碼。
WAVEOBJ.Dll 出現較早,因而變動也大。這次從 VB 專案中得到的 WAVEOBJ.Dll ,
在 VC 專案中不能正常顯示,(所以才做逆向工程)。新的WAVEOBJ.Dll 已修改了錯誤。
原 WAVEOBJ.Dll 現在在‘資料’目錄下, 叫 “WaveObj_dll.old”。
新的 WaveObj.dll 也可以在工程中使用。這時要定義 USE_DLL ,并把 “WaveObj.c”
從工程中移出。(不用 dll 時,可以 再加入, 注意 這個檔案不使用 ‘預編譯頭’)。
資料中還包括其他一些檔案。可以作為參考。
uj5u.com熱心網友回復:
樓上的回復好像并沒有什么用uj5u.com熱心網友回復:
代碼功能歸根結底不是別人幫自己看或講解或注釋出來的;而是被自己靜下心來花足夠長的時間和精力親自動手單步或設斷點或對執行到某步獲得的中間結果顯示或寫到日志檔案中一步一步分析出來的。提醒:再牛×的老師也無法代替學生自己領悟和上廁所!
單步除錯和設斷點除錯(VS IDE中編譯連接通過以后,按F10或F11鍵單步執行,按Shift+F11退出當前函式;在某行按F9設斷點后按F5執行停在該斷點處。)是程式員必須掌握的技能之一。
uj5u.com熱心網友回復:
百度搜“呆呆蟲之豆豆潭”uj5u.com熱心網友回復:
請給出 struct dropletchain 定義 !uj5u.com熱心網友回復:
和 ID_Puj5u.com熱心網友回復:
//
void CCRainDlgDlg::drawellipse(CDC *pdc, int x1, int y1, int x2, int y2, COLORREF color)//畫漣漪
{
CPen pen;
pen.CreatePen(PS_SOLID,1,color);
CBrush br;
br.CreateSolidBrush(color);
CPen *oldpen=pdc->SelectObject(&pen);
CBrush *oldbr=pdc->SelectObject(&br);
pdc->Ellipse(x1,y1,x2,y2);
pdc->SelectObject(oldpen);
pdc->SelectObject(oldbr);
#if 0
int angle;
int x0=(x1+x2)/2;
int y0=(y1+y2)/2;
int rx=x0-x1;
int ry=y0-y1;
for(angle=0;angle<1000;angle+=20)
{
pdc->SetPixel (x0+(int)(rx*vcos[angle]),y0+(int)(ry*vsin[angle]),color);
}
#endif
}
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