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.
76 lines
1.5 KiB
C++
76 lines
1.5 KiB
C++
// ResourceBrowserDoc.cpp : implementation of the CResourceBrowserDoc class
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//
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#include "stdafx.h"
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#include "ResourceBrowser.h"
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#include "ResourceBrowserDoc.h"
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#include <Adept\Adept.hpp>
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#include <Stuff\Stuff.hpp>
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using namespace Stuff;
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/////////////////////////////////////////////////////////////////////////////
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// CResourceBrowserDoc
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IMPLEMENT_DYNCREATE(CResourceBrowserDoc, CDocument)
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BEGIN_MESSAGE_MAP(CResourceBrowserDoc, CDocument)
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//{{AFX_MSG_MAP(CResourceBrowserDoc)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CResourceBrowserDoc construction/destruction
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CResourceBrowserDoc::CResourceBrowserDoc()
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{
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}
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CResourceBrowserDoc::~CResourceBrowserDoc()
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{
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}
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BOOL CResourceBrowserDoc::OnNewDocument()
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{
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if (!CDocument::OnNewDocument())
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return FALSE;
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CResourceBrowserDoc serialization
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void CResourceBrowserDoc::Serialize(CArchive& ar)
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{
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if (ar.IsStoring())
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{
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}
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else
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{
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}
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}
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/////////////////////////////////////////////////////////////////////////////
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// CResourceBrowserDoc diagnostics
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#ifdef _DEBUG
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void CResourceBrowserDoc::AssertValid() const
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{
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CDocument::AssertValid();
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}
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void CResourceBrowserDoc::Dump(CDumpContext& dc) const
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{
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CDocument::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CResourceBrowserDoc commands
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