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Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
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no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

54 lines
1.4 KiB
C++

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