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.
54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
// ChildFrm.h : interface of the CChildFrame class
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//
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_CHILDFRM_H__E2CBE31A_A96D_4D4F_A243_F8632FDB3DBE__INCLUDED_)
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#define AFX_CHILDFRM_H__E2CBE31A_A96D_4D4F_A243_F8632FDB3DBE__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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class CChildFrame : public CMDIChildWnd
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{
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DECLARE_DYNCREATE(CChildFrame)
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public:
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CChildFrame();
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CChildFrame)
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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virtual ~CChildFrame();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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// Generated message map functions
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protected:
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//{{AFX_MSG(CChildFrame)
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afx_msg void OnMDIActivate(BOOL bActivate, CWnd* pActivateWnd, CWnd* pDeactivateWnd);
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afx_msg void OnShowWindow(BOOL bShow, UINT nStatus);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_CHILDFRM_H__E2CBE31A_A96D_4D4F_A243_F8632FDB3DBE__INCLUDED_)
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