Files
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

50 lines
1.4 KiB
C++

// This is a part of the Microsoft Foundation Classes C++ library.
// Copyright (C) 1992-1998 Microsoft Corporation
// All rights reserved.
//
// This source code is only intended as a supplement to the
// Microsoft Foundation Classes Reference and related
// electronic documentation provided with the library.
// See these sources for detailed information regarding the
// Microsoft Foundation Classes product.
#include "stdafx.h"
#ifdef AFX_CORE3_SEG
#pragma code_seg(AFX_CORE3_SEG)
#endif
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// WinApp features for new and open
void CWinApp::OnFileNew()
{
if (m_pDocManager != NULL)
m_pDocManager->OnFileNew();
}
/////////////////////////////////////////////////////////////////////////////
void CWinApp::OnFileOpen()
{
ASSERT(m_pDocManager != NULL);
m_pDocManager->OnFileOpen();
}
// prompt for file name - used for open and save as
BOOL CWinApp::DoPromptFileName(CString& fileName, UINT nIDSTitle, DWORD lFlags,
BOOL bOpenFileDialog, CDocTemplate* pTemplate)
// if pTemplate==NULL => all document templates
{
ASSERT(m_pDocManager != NULL);
return m_pDocManager->DoPromptFileName(fileName, nIDSTitle, lFlags,
bOpenFileDialog, pTemplate);
}
/////////////////////////////////////////////////////////////////////////////