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firestorm/Gameleap/code/mw4/Tools/AnimScript/ModifyFloat.cpp
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63 lines
1.4 KiB
C++

// ModifyFloat.cpp : implementation file
//
#include "stdafx.h"
#include "animscript.h"
#include "ModifyFloat.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CModifyFloat dialog
CModifyFloat::CModifyFloat(CWnd* pParent /*=NULL*/)
: CDialog(CModifyFloat::IDD, pParent)
{
//{{AFX_DATA_INIT(CModifyFloat)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
void CModifyFloat::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CModifyFloat)
DDX_Control(pDX, IDC_EDIT_VALUE, m_editValue);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CModifyFloat, CDialog)
//{{AFX_MSG_MAP(CModifyFloat)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CModifyFloat message handlers
void CModifyFloat::OnOK()
{
CString str;
m_editValue.GetWindowText(str);
m_pFloatNode->SetValue(str);
CDialog::OnOK();
}
BOOL CModifyFloat::OnInitDialog()
{
CDialog::OnInitDialog();
m_editValue.SetWindowText(m_pFloatNode->GetValue());
m_editValue.SetFocus();
m_editValue.SetSel(MAKELONG(0,-1));
return false;
//return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}