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.
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#if !defined(AFX_GAMEFRAME_H__A416C473_FB38_4CB7_9720_2786A4AEB827__INCLUDED_)
|
|
#define AFX_GAMEFRAME_H__A416C473_FB38_4CB7_9720_2786A4AEB827__INCLUDED_
|
|
|
|
#if _MSC_VER > 1000
|
|
#pragma once
|
|
#endif // _MSC_VER > 1000
|
|
// GameFrame.h : header file
|
|
//
|
|
|
|
#include"GameView.h"
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
// CGameFrame frame
|
|
|
|
class CGameFrame : public CFrameWnd
|
|
{
|
|
// DECLARE_DYNCREATE(CGameFrame)
|
|
protected:
|
|
|
|
// Attributes
|
|
public:
|
|
CGameFrame(ObjectManager *objman,CWnd *parent); // protected constructor used by dynamic creation
|
|
CGameView m_wndView;
|
|
void SaveToReg();
|
|
void LoadFromReg();
|
|
|
|
// Operations
|
|
public:
|
|
|
|
// Overrides
|
|
// ClassWizard generated virtual function overrides
|
|
//{{AFX_VIRTUAL(CGameFrame)
|
|
protected:
|
|
virtual LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
|
|
//}}AFX_VIRTUAL
|
|
|
|
// Implementation
|
|
protected:
|
|
virtual ~CGameFrame();
|
|
|
|
// Generated message map functions
|
|
//{{AFX_MSG(CGameFrame)
|
|
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
|
|
afx_msg void OnClose();
|
|
afx_msg void OnSize(UINT nType, int cx, int cy);
|
|
afx_msg void OnSetFocus(CWnd* pOldWnd);
|
|
afx_msg void OnHelp();
|
|
//}}AFX_MSG
|
|
DECLARE_MESSAGE_MAP()
|
|
};
|
|
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
|
|
//{{AFX_INSERT_LOCATION}}
|
|
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
|
|
|
|
#endif // !defined(AFX_GAMEFRAME_H__A416C473_FB38_4CB7_9720_2786A4AEB827__INCLUDED_)
|