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
949 B
C++
52 lines
949 B
C++
// TextPanel.cpp : implementation file
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//
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#include "stdafx.h"
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#include "pixelwhippro.h"
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#include "TextPanel.h"
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/////////////////////////////////////////////////////////////////////////////
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// CTextPanel dialog
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CTextPanel::CTextPanel(CWnd* pParent /*=NULL*/)
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: CDynaPanel(CTextPanel::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CTextPanel)
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m_Text = _T("");
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//}}AFX_DATA_INIT
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}
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void CTextPanel::DoDataExchange(CDataExchange* pDX)
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{
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CDynaPanel::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CTextPanel)
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DDX_Text(pDX, IDC_TEXT, m_Text);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CTextPanel, CDynaPanel)
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//{{AFX_MSG_MAP(CTextPanel)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CTextPanel message handlers
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void CTextPanel::OnCancel()
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{
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}
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void CTextPanel::OnOK()
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{
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}
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void CTextPanel::Set(void *dat)
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{
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m_Text=CString((char *)dat);
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}
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