// Localizer.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "Localizer.h" #include "LocalizerDlg.h" #include "ProgDlg.h" #include #include void __stdcall InitializeGameEngine() { Stuff::InitializeClasses(); } ///////////////////////////////////////////////////////////////////////////// // CLocalizerApp BEGIN_MESSAGE_MAP(CLocalizerApp, CWinApp) //{{AFX_MSG_MAP(CLocalizerApp) // 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() ///////////////////////////////////////////////////////////////////////////// // CLocalizerApp construction CLocalizerApp::CLocalizerApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CLocalizerApp object CLocalizerApp theApp; ///////////////////////////////////////////////////////////////////////////// // CLocalizerApp initialization BOOL CLocalizerApp::InitInstance() { InitGameOS(NULL, NULL, "blabla"); InitializeGameEngine(); AfxEnableControlContainer(); // 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 CLocalizerDlg dlg; m_pMainWnd = &dlg; CString cmdline=m_lpCmdLine; cmdline.MakeLower(); if(cmdline.Find("-a")>=0) { CProgressDlg pdlg(IDS_LOCMISSIONS); pdlg.Create(NULL); pdlg.ShowWindow(SW_SHOW); dlg.LocalizeAll(); } else { if(cmdline.Find("-c")>=0) { CProgressDlg pdlg(IDS_LOCCAMP); pdlg.Create(NULL); pdlg.ShowWindow(SW_SHOW); dlg.LocalizeCampaigns(); } else { 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; } void __stdcall TerminateGameEngine() { Stuff::TerminateClasses(); } void __stdcall GetGameOSEnvironment(char* CommandLine) { // Environment.UpdateRenderers = UpdateDisplay; // Environment.DoGameLogic = DoGameLogic; Environment.InitializeGameEngine = InitializeGameEngine; Environment.TerminateGameEngine = TerminateGameEngine; } int CLocalizerApp::ExitInstance() { // TODO: Add your specialized code here and/or call the base class ExitGameOS(); return CWinApp::ExitInstance(); }