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.
52 lines
1.1 KiB
C++
52 lines
1.1 KiB
C++
// ExpOptions.cpp : implementation file
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//
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#include "stdafx.h"
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#include "imagegrinder.h"
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#include "ExpOptions.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CExpOptions dialog
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CExpOptions::CExpOptions(CWnd* pParent /*=NULL*/)
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: CDialog(CExpOptions::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CExpOptions)
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m_BName = _T("");
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m_savehires = FALSE;
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//}}AFX_DATA_INIT
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}
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void CExpOptions::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CExpOptions)
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DDX_Text(pDX, IDC_BASENAME, m_BName);
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DDX_Check(pDX, IDC_SAVEHIRES, m_savehires);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CExpOptions, CDialog)
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//{{AFX_MSG_MAP(CExpOptions)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CExpOptions message handlers
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void CExpOptions::OnCancel()
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{
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// TODO: Add extra cleanup here
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// CDialog::OnCancel();
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}
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