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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

139 lines
3.1 KiB
C++

// TCF2Hint.cpp : Defines the class behaviors for the application.
//
#include "stdafx.h"
#include "TCF2Hint.h"
#include "TCF2HintDlg.h"
#include <Stuff\Stuff.hpp>
#include <DLLPlatform\DLLPlatform.hpp>
void __stdcall InitializeGameEngine()
{
Stuff::InitializeClasses();
}
/////////////////////////////////////////////////////////////////////////////
// CTCF2HintApp
BEGIN_MESSAGE_MAP(CTCF2HintApp, CWinApp)
//{{AFX_MSG_MAP(CTCF2HintApp)
// 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()
/////////////////////////////////////////////////////////////////////////////
// CTCF2HintApp construction
CTCF2HintApp::CTCF2HintApp()
{
// TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CTCF2HintApp object
CTCF2HintApp theApp;
/////////////////////////////////////////////////////////////////////////////
// CTCF2HintApp initialization
BOOL CTCF2HintApp::InitInstance()
{
InitGameOS(NULL, NULL, "blabla");
InitializeGameEngine();
AfxEnableControlContainer();
// 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
CTCF2HintDlg dlg;
CString cmdline=m_lpCmdLine;
if(cmdline!="")
{
WIN32_FIND_DATA file_data;
HANDLE mission_search = FindFirstFile(cmdline , &file_data);
CString path;
int pos;
pos=cmdline.ReverseFind('\\');
if(pos>=0)
{
path=cmdline.Left(pos+1);
}
else
path="";
CString fname;
if(mission_search != INVALID_HANDLE_VALUE)
{
do
{
fname=path+file_data.cFileName;
fname=fname.Left(fname.ReverseFind('.'));
dlg.Convert(fname);
}
while (FindNextFile(mission_search,&file_data));
}
}
else
{
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 TerminateGameEngine()
{
Stuff::TerminateClasses();
}
void __stdcall GetGameOSEnvironment(char* CommandLine)
{
// Environment.UpdateRenderers = UpdateDisplay;
// Environment.DoGameLogic = DoGameLogic;
Environment.InitializeGameEngine = InitializeGameEngine;
Environment.TerminateGameEngine = TerminateGameEngine;
}
int CTCF2HintApp::ExitInstance()
{
ExitGameOS();
return CWinApp::ExitInstance();
}