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.
131 lines
3.1 KiB
C++
131 lines
3.1 KiB
C++
// Localizer.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "Localizer.h"
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#include "LocalizerDlg.h"
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#include "ProgDlg.h"
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#include <Stuff\Stuff.hpp>
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#include <DLLPlatform\DLLPlatform.hpp>
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void __stdcall InitializeGameEngine()
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{
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Stuff::InitializeClasses();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CLocalizerApp
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BEGIN_MESSAGE_MAP(CLocalizerApp, CWinApp)
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//{{AFX_MSG_MAP(CLocalizerApp)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG
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ON_COMMAND(ID_HELP, CWinApp::OnHelp)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CLocalizerApp construction
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CLocalizerApp::CLocalizerApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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}
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CLocalizerApp object
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CLocalizerApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CLocalizerApp initialization
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BOOL CLocalizerApp::InitInstance()
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{
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InitGameOS(NULL, NULL, "blabla");
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InitializeGameEngine();
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AfxEnableControlContainer();
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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#ifdef _AFXDLL
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Enable3dControls(); // Call this when using MFC in a shared DLL
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#else
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Enable3dControlsStatic(); // Call this when linking to MFC statically
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#endif
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CLocalizerDlg dlg;
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m_pMainWnd = &dlg;
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CString cmdline=m_lpCmdLine;
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cmdline.MakeLower();
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if(cmdline.Find("-a")>=0)
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{
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CProgressDlg pdlg(IDS_LOCMISSIONS);
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pdlg.Create(NULL);
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pdlg.ShowWindow(SW_SHOW);
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dlg.LocalizeAll();
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}
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else
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{
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if(cmdline.Find("-c")>=0)
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{
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CProgressDlg pdlg(IDS_LOCCAMP);
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pdlg.Create(NULL);
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pdlg.ShowWindow(SW_SHOW);
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dlg.LocalizeCampaigns();
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}
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else
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{
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int nResponse = dlg.DoModal();
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if (nResponse == IDOK)
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{
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// TODO: Place code here to handle when the dialog is
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// dismissed with OK
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}
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else if (nResponse == IDCANCEL)
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{
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// TODO: Place code here to handle when the dialog is
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// dismissed with Cancel
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}
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}
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}
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// Since the dialog has been closed, return FALSE so that we exit the
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// application, rather than start the application's message pump.
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return FALSE;
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}
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void __stdcall TerminateGameEngine()
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{
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Stuff::TerminateClasses();
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}
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void __stdcall GetGameOSEnvironment(char* CommandLine)
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{
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// Environment.UpdateRenderers = UpdateDisplay;
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// Environment.DoGameLogic = DoGameLogic;
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Environment.InitializeGameEngine = InitializeGameEngine;
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Environment.TerminateGameEngine = TerminateGameEngine;
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}
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int CLocalizerApp::ExitInstance()
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{
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// TODO: Add your specialized code here and/or call the base class
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ExitGameOS();
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return CWinApp::ExitInstance();
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}
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