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.
63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
// SpotLightPanel.cpp : implementation file
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//
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#include "stdafx.h"
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#include "mw4gameed2.h"
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#include "SpotLightPanel.h"
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#include "GUILight.h"
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/////////////////////////////////////////////////////////////////////////////
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// CSpotLightPanel dialog
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CSpotLightPanel::CSpotLightPanel(GUISpotLight *gobj,UndoCommand **cmd,CWnd* pParent)
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: CPanelDlg(CSpotLightPanel::IDD, pParent)
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{
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MyObj=gobj;
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CmdLst=cmd;
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//{{AFX_DATA_INIT(CSpotLightPanel)
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m_Spread = 0.0f;
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//}}AFX_DATA_INIT
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}
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void CSpotLightPanel::DoDataExchange(CDataExchange* pDX)
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{
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CPanelDlg::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CSpotLightPanel)
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DDX_Text(pDX, IDC_SPREAD, m_Spread);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CSpotLightPanel, CPanelDlg)
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//{{AFX_MSG_MAP(CSpotLightPanel)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CSpotLightPanel message handlers
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void CSpotLightPanel::OnOK()
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{
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UpdateData(TRUE);
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MyObj->SetSpreadAngle(m_Spread*Radians_Per_Degree);
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//CPanelDlg::OnOK();
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}
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void CSpotLightPanel::OnCancel()
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{
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//CPanelDlg::OnOK();
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}
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BOOL CSpotLightPanel::OnInitDialog()
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{
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CPanelDlg::OnInitDialog();
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m_Spread=Degrees_Per_Radian*MyObj->GetSpreadAngle();
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UpdateData(FALSE);
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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