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.
119 lines
2.8 KiB
C++
119 lines
2.8 KiB
C++
// AnimScriptView.cpp : implementation of the CAnimScriptView class
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//
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#include "stdafx.h"
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#include "AnimScript.h"
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#include "AnimScriptDoc.h"
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#include "AnimScriptView.h"
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#include "StateTreeView.h"
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#include "StateListView.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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// CAnimScriptView
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IMPLEMENT_DYNCREATE(CAnimScriptView, CView)
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BEGIN_MESSAGE_MAP(CAnimScriptView, CView)
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//{{AFX_MSG_MAP(CAnimScriptView)
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ON_WM_CREATE()
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//}}AFX_MSG_MAP
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// Standard printing commands
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ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
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ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
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ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptView construction/destruction
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CAnimScriptView::CAnimScriptView()
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{
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// TODO: add construction code here
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}
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CAnimScriptView::~CAnimScriptView()
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{
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}
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BOOL CAnimScriptView::PreCreateWindow(CREATESTRUCT& cs)
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{
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// TODO: Modify the Window class or styles here by modifying
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// the CREATESTRUCT cs
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return CView::PreCreateWindow(cs);
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptView drawing
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void CAnimScriptView::OnDraw(CDC* pDC)
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{
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CAnimScriptDoc* pDoc = GetDocument();
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ASSERT_VALID(pDoc);
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//m_wndSplitter.RedrawWindow();
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// TODO: add draw code for native data here
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptView printing
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BOOL CAnimScriptView::OnPreparePrinting(CPrintInfo* pInfo)
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{
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// default preparation
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return DoPreparePrinting(pInfo);
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}
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void CAnimScriptView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
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{
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// TODO: add extra initialization before printing
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}
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void CAnimScriptView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
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{
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// TODO: add cleanup after printing
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptView diagnostics
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#ifdef _DEBUG
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void CAnimScriptView::AssertValid() const
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{
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CView::AssertValid();
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}
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void CAnimScriptView::Dump(CDumpContext& dc) const
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{
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CView::Dump(dc);
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}
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CAnimScriptDoc* CAnimScriptView::GetDocument() // non-debug version is inline
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{
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ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CAnimScriptDoc)));
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return (CAnimScriptDoc*)m_pDocument;
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CAnimScriptView message handlers
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void CAnimScriptView::OnInitialUpdate()
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{
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CView::OnInitialUpdate();
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}
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int CAnimScriptView::OnCreate(LPCREATESTRUCT lpCreateStruct)
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{
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// TODO: Add your specialized creation code here
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return 0;
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}
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