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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.
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.
2026-06-24 21:28:16 -05:00

112 lines
2.9 KiB
C++

// ResourceViewer.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "ResourceViewer.h"
#include "ResourceViewerDlg.h"
#include <mmsystem.h>
#if !defined(STUFF_STUFF_HPP)
#include "Stuff\Stuff.hpp"
#endif
#if !defined(ADEPT_ADEPT_HPP)
#include "Adept\Adept.hpp"
#endif
#include <GameOS\GameOS.hpp>
#include <DLLPlatform\DLLPlatform.hpp>
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
BOOL CTCL_IsConsole()
{
return FALSE;
}
/////////////////////////////////////////////////////////////////////////////
// CResourceViewerApp
BEGIN_MESSAGE_MAP(CResourceViewerApp, CWinApp)
//{{AFX_MSG_MAP(CResourceViewerApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG
ON_COMMAND(ID_HELP, CWinApp::OnHelp)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CResourceViewerApp construction
CResourceViewerApp::CResourceViewerApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CResourceViewerApp object
CResourceViewerApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CResourceViewerApp initialization
BOOL CResourceViewerApp::InitInstance()
{
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
CResourceViewerDlg dlg;
m_pMainWnd = &dlg;
int nResponse = dlg.DoModal();
if (nResponse == IDOK)
{
// TODO: Place code here to handle when the dialog is
// dismissed with OK
}
else if (nResponse == IDCANCEL)
{
// TODO: Place code here to handle when the dialog is
// dismissed with Cancel
}
// Since the dialog has been closed, return FALSE so that we exit the
// application, rather than start the application's message pump.
return FALSE;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
void __stdcall GetGameOSEnvironment(char* CommandLine)
{
//
//----------------------------------------------------------
// This is where to set GOS environment settings.
//----------------------------------------------------------
//
Environment.applicationName = "ANIMSIZEINVIS";
Environment.directoryPath = "\\Tools\\AnimSize";
Environment.screenWidth = 640;
Environment.screenHeight = 480;
Environment.bitDepth = 16;
}