Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
98 lines
1.8 KiB
C++
98 lines
1.8 KiB
C++
// SplashDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "RYLLogin.h"
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#include "SplashDlg.h"
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// CSplashDlg dialog
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IMPLEMENT_DYNAMIC(CSplashDlg, CDialog)
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CSplashDlg::CSplashDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CSplashDlg::IDD, pParent)
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{
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m_nFade = 0;
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}
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CSplashDlg::~CSplashDlg()
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{
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}
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void CSplashDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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}
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BEGIN_MESSAGE_MAP(CSplashDlg, CDialog)
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ON_WM_PAINT()
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ON_WM_ERASEBKGND()
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ON_WM_TIMER()
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END_MESSAGE_MAP()
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// CSplashDlg message handlers
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void CSplashDlg::OnPaint()
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{
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CPaintDC dc(this); // device context for painting
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//CClientDC dc(NULL);
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RenderBack( dc, m_btmSplash, 0, 0 );
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}
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BOOL CSplashDlg::OnEraseBkgnd(CDC* pDC)
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{
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// TODO: Add your message handler code here and/or call default
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return CDialog::OnEraseBkgnd(pDC);
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}
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void CSplashDlg::RenderBack( CDC &rDC, CBitmap &rBitmap, int Px, int Py , int SizeX, int SizeY )
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{
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CBitmap *pOldBitmap;
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CDC memDC;
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memDC.CreateCompatibleDC(&rDC);
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pOldBitmap=memDC.SelectObject(&rBitmap);
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CSize sBitmap=rBitmap.GetBitmapDimension();
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BITMAP bmInfo;
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rBitmap.GetBitmap(&bmInfo);
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if( SizeX == -1 && SizeY == -1 )
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rDC.BitBlt(Px,Py,bmInfo.bmWidth,bmInfo.bmHeight,&memDC,0,0,SRCCOPY);
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else
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rDC.BitBlt(Px,Py,SizeX,SizeY,&memDC,0,0,SRCCOPY);
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memDC.SelectObject(pOldBitmap);
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}
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BOOL CSplashDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// TODO: Add extra initialization here
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SetWindowPos( &wndTopMost, 0, 0, 463, 143, SWP_NOMOVE );
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SetTimer( WM_FADETIMER, 10, NULL );
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CSplashDlg::OnTimer(UINT nIDEvent)
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{
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// TODO: Add your message handler code here and/or call default
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m_nFade+=1;
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if( m_nFade >= 180 )
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{
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KillTimer( nIDEvent );
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OnOK();
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}
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CDialog::OnTimer(nIDEvent);
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}
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