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.
79 lines
1.5 KiB
C++
79 lines
1.5 KiB
C++
// View3DChildWindow.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 "View3DChildWindow.h"
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#include <MFCPlatform\MFCPlatform.hpp>
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extern bool gActive;
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extern bool gGotFocus;
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/////////////////////////////////////////////////////////////////////////////
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// CView3DChildWindow
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//IMPLEMENT_DYNCREATE(CView3DChildWindow, CFrameWnd)
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CView3DChildWindow::CView3DChildWindow()
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{
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GOSActive=false;
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}
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CView3DChildWindow::~CView3DChildWindow()
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{
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}
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BEGIN_MESSAGE_MAP(CView3DChildWindow, CFrameWnd)
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//{{AFX_MSG_MAP(CView3DChildWindow)
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ON_WM_CLOSE()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CView3DChildWindow message handlers
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LRESULT CView3DChildWindow::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
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{
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if(GOSActive==true)
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{
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switch(message)
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{
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case WM_ACTIVATE:
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gActive = true;
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gGotFocus= true;
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break;
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case WM_CLOSE:
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return CFrameWnd::WindowProc(message, wParam, lParam);
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break;
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}
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return GameOSWinProc(m_hWnd, message, wParam, lParam);
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}
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return CFrameWnd::WindowProc(message, wParam, lParam);
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}
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void CView3DChildWindow::Fix3DView()
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{
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gActive = true;
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gGotFocus= true;
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GameOSWinProc(m_hWnd, WM_MOVE, NULL, NULL);
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}
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void CView3DChildWindow::PostGosInit()
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{
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//SetCursor(NULL);
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}
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void CView3DChildWindow::OnClose()
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{
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ShowWindow(SW_HIDE);
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}
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