// Tank.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "Tank.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CTankApp
BEGIN_MESSAGE_MAP(CTankApp, CWinApp)
//{{AFX_MSG_MAP(CTankApp)
// 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()
/////////////////////////////////////////////////////////////////////////////
// CTankApp construction
CTankApp::CTankApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CTankApp object
CTankApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CTankApp initialization
BOOL CTankApp::InitInstance()
{
m_pMainWnd = new CTankFrame;
m_pMainWnd->ShowWindow(m_nCmdShow);
m_pMainWnd->UpdateWindow();
Game=(CTankFrame*)m_pMainWnd;
Game->Init();
return TRUE;
}
BOOL CTankApp::OnIdle(LONG lCount)
{
// TODO: Add your specialized code here and/or call the base class
CWinApp::OnIdle(lCount);
if(Game->window_active==TRUE)
{
Game->Active();
Game->window_active=FALSE;
}
Game->Go();
return TRUE;
}
int CTankApp::ExitInstance()
{
// TODO: Add your specialized code here and/or call the base class
Game->End();
if(Game)delete Game;
return CWinApp::ExitInstance();
}