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.
201 lines
3.9 KiB
C++
201 lines
3.9 KiB
C++
// MainFrm.cpp : implementation of the CMainFrame class
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//
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#include "stdafx.h"
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#include "TCTb.h"
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#include "MainFrm.h"
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//#include <MLR\MLR.hpp>
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//#include <GameOS\GameOS.hpp>
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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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extern CTCTbApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CMainFrame
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IMPLEMENT_DYNAMIC(CMainFrame, CMDIFrameWnd)
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BEGIN_MESSAGE_MAP(CMainFrame, CMDIFrameWnd)
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//{{AFX_MSG_MAP(CMainFrame)
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ON_WM_CREATE()
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ON_WM_PAINT()
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ON_WM_MOVE()
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ON_WM_CLOSE()
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//}}AFX_MSG_MAP
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// Global help commands
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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static UINT indicators[] =
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{
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ID_SEPARATOR, // status line indicator
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ID_INDICATOR_CAPS,
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ID_INDICATOR_NUM,
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ID_INDICATOR_SCRL,
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};
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extern CTCTbApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CMainFrame construction/destruction
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CMainFrame::CMainFrame()
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{
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// TODO: add member initialization code here
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}
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CMainFrame::~CMainFrame()
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{
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}
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int CMainFrame::OnCreate(LPCREATESTRUCT lpCreateStruct)
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{
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if (CMDIFrameWnd::OnCreate(lpCreateStruct) == -1)
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return -1;
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if (!m_wndToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
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| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
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!m_wndToolBar.LoadToolBar(IDR_MAINFRAME))
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{
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TRACE0("Failed to create toolbar\n");
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return -1; // fail to create
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}
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if (!m_wndStatusBar.Create(this) ||
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!m_wndStatusBar.SetIndicators(indicators,
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sizeof(indicators)/sizeof(UINT)))
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{
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TRACE0("Failed to create status bar\n");
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return -1; // fail to create
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}
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// TODO: Delete these three lines if you don't want the toolbar to
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// be dockable
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m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
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EnableDocking(CBRS_ALIGN_ANY);
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DockControlBar(&m_wndToolBar);
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return 0;
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}
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BOOL CMainFrame::PreCreateWindow(CREATESTRUCT& cs)
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{
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if( !CMDIFrameWnd::PreCreateWindow(cs) )
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return FALSE;
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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 TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CMainFrame diagnostics
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#ifdef _DEBUG
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void CMainFrame::AssertValid() const
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{
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CMDIFrameWnd::AssertValid();
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}
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void CMainFrame::Dump(CDumpContext& dc) const
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{
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CMDIFrameWnd::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CMainFrame message handlers
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void CMainFrame::OnStartLoop()
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{
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}
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/*
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void CMainFrame::OnWindowTileh()
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{
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MDITile(MDITILE_HORIZONTAL|MDITILE_SKIPDISABLED);
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}
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void CMainFrame::OnWindowTilev()
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{
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MDITile(MDITILE_VERTICAL|MDITILE_SKIPDISABLED);
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}
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void CMainFrame::OnWindowCascade()
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{
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MDICascade(MDITILE_SKIPDISABLED);
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}
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*/
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LRESULT CMainFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
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{
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switch(message)
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{
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case WM_CREATE:
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case WM_MOVE:
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case WM_ACTIVATE:
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case WM_SETFOCUS:
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case WM_DESTROY:
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{
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// GameOSWinProc(m_hWnd, message, wParam, lParam);
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break;
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}
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case WM_SYSCOMMAND:
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{
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if( (wParam&0xfff0)==SC_SCREENSAVE || wParam==SC_MONITORPOWER)
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{
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// GameOSWinProc(m_hWnd, message, wParam, lParam);
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}
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break;
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}
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}
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return CMDIFrameWnd::WindowProc(message, wParam, lParam);
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}
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void CMainFrame::OnPaint()
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{
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CPaintDC dc(this); // device context for painting
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// TODO: Add your message handler code here
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// Do not call CMDIFrameWnd::OnPaint() for painting messages
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}
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void CMainFrame::OnMove(int x, int y)
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{
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CMDIFrameWnd::OnMove(x, y);
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if(theApp.RVWnd) theApp.RVWnd->Fix3DView();
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// TODO: Add your message handler code here
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}
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void CMainFrame::OnClose()
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{
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// TODO: Add your message handler code here and/or call default
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theApp.PutSavedState();
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theApp.GOSCleanUp();
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CMDIFrameWnd::OnClose();
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}
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