// TCF2Hint.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "TCF2Hint.h" #include "TCF2HintDlg.h" #include #include void __stdcall InitializeGameEngine() { Stuff::InitializeClasses(); } ///////////////////////////////////////////////////////////////////////////// // CTCF2HintApp BEGIN_MESSAGE_MAP(CTCF2HintApp, CWinApp) //{{AFX_MSG_MAP(CTCF2HintApp) // 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() ///////////////////////////////////////////////////////////////////////////// // CTCF2HintApp construction CTCF2HintApp::CTCF2HintApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CTCF2HintApp object CTCF2HintApp theApp; ///////////////////////////////////////////////////////////////////////////// // CTCF2HintApp initialization BOOL CTCF2HintApp::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 CTCF2HintDlg dlg; CString cmdline=m_lpCmdLine; if(cmdline!="") { WIN32_FIND_DATA file_data; HANDLE mission_search = FindFirstFile(cmdline , &file_data); CString path; int pos; pos=cmdline.ReverseFind('\\'); if(pos>=0) { path=cmdline.Left(pos+1); } else path=""; CString fname; if(mission_search != INVALID_HANDLE_VALUE) { do { fname=path+file_data.cFileName; fname=fname.Left(fname.ReverseFind('.')); dlg.Convert(fname); } while (FindNextFile(mission_search,&file_data)); } } else { m_pMainWnd = &dlg; 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 CTCF2HintApp::ExitInstance() { ExitGameOS(); return CWinApp::ExitInstance(); }