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.
39 lines
944 B
C++
39 lines
944 B
C++
// BlankPanel.cpp : implementation file
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//
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#include "stdafx.h"
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#include "pixelwhippro.h"
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#include "BlankPanel.h"
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/////////////////////////////////////////////////////////////////////////////
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// CBlankPanel dialog
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CBlankPanel::CBlankPanel(CWnd* pParent /*=NULL*/)
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: CDynaPanel(CBlankPanel::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CBlankPanel)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CBlankPanel::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CBlankPanel)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CBlankPanel, CDynaPanel)
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//{{AFX_MSG_MAP(CBlankPanel)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CBlankPanel message handlers
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