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.
50 lines
1.0 KiB
C++
50 lines
1.0 KiB
C++
// DynaPanel.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 "DynaPanel.h"
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/////////////////////////////////////////////////////////////////////////////
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// CDynaPanel dialog
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CDynaPanel::CDynaPanel(UINT nIDTemplate,CWnd* pParent /*=NULL*/)
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: CDialog(nIDTemplate, pParent)
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{
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dID=nIDTemplate;
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Initalized=false;
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//{{AFX_DATA_INIT(CDynaPanel)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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MyCSet=NULL;
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}
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void CDynaPanel::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDynaPanel)
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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(CDynaPanel, CDialog)
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//{{AFX_MSG_MAP(CDynaPanel)
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ON_WM_DESTROY()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDynaPanel message handlers
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void CDynaPanel::OnDestroy()
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{
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CDialog::OnDestroy();
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// TODO: Add your message handler code here
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}
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