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.
48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#if !defined(AFX_TRANSFORMWINDOW_H__D8676ACA_3824_11D2_9DE3_0060973CEE04__INCLUDED_)
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#define AFX_TRANSFORMWINDOW_H__D8676ACA_3824_11D2_9DE3_0060973CEE04__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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// TransformWindow.h : header file
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//
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#include "EditorChildWnd.h"
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/////////////////////////////////////////////////////////////////////////////
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// CTransformWindow frame
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class CTransformWindow : public CEditorChildWnd
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{
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DECLARE_DYNCREATE(CTransformWindow)
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public:
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CTransformWindow(); // protected constructor used by dynamic creation
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virtual ~CTransformWindow();
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CTransformWindow)
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(CTransformWindow)
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// NOTE - the ClassWizard will add and remove member functions here.
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_TRANSFORMWINDOW_H__D8676ACA_3824_11D2_9DE3_0060973CEE04__INCLUDED_)
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