Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
52 lines
1.4 KiB
C++
52 lines
1.4 KiB
C++
// TransformWindow.cpp : implementation file
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//
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#include "stdafx.h"
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#include "MW4GameEd.h"
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#include "TransformWindow.h"
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#include "resource.h"
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#include "EditorChildWnd.h"
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#ifdef _DEBUG
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//#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CTransformWindow
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IMPLEMENT_DYNCREATE(CTransformWindow, CEditorChildWnd)
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CTransformWindow::CTransformWindow()
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{
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char* title = new char [MAXSTRING];
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RECT rect;
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GetString(IDS_TRANSFORMWINDOWTITLE,title,MAXSTRING);
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rect.top = 520; rect.left = 320; rect.bottom = 700; rect.right = 620;
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Create(NULL,title,
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WS_CHILD | WS_CLIPSIBLINGS | WS_OVERLAPPEDWINDOW | WS_VISIBLE,rect);//,theApp.m_pMainWnd,0);
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delete title;
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CMenu* m = theApp.m_pMainWnd->GetMenu();
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m->GetSubMenu(APP_MENU_VIEW)->CheckMenuItem(1,MF_BYPOSITION | MF_CHECKED);
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}
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CTransformWindow::~CTransformWindow()
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{
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theApp.transformWindow = NULL;
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CMenu* m = theApp.m_pMainWnd->GetMenu();
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m->GetSubMenu(APP_MENU_VIEW)->CheckMenuItem(1,MF_BYPOSITION | MF_UNCHECKED);
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}
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BEGIN_MESSAGE_MAP(CTransformWindow, CEditorChildWnd)
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//{{AFX_MSG_MAP(CTransformWindow)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CTransformWindow message handlers
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