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.
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
// BriefEdit.cpp : implementation file
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//
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#include "stdafx.h"
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#include "mw4gameed.h"
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#include "BriefEdit.h"
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/////////////////////////////////////////////////////////////////////////////
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// CBriefEdit
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CBriefEdit::CBriefEdit()
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{
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}
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CBriefEdit::~CBriefEdit()
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{
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}
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BEGIN_MESSAGE_MAP(CBriefEdit, CEdit)
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//{{AFX_MSG_MAP(CBriefEdit)
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ON_WM_CONTEXTMENU()
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ON_WM_CTLCOLOR()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CBriefEdit message handlers
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void CBriefEdit::OnContextMenu(CWnd* pWnd, CPoint point)
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{
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CMenu menu;
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VERIFY(menu.LoadMenu(IDR_OBJECTPOPUP));
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CMenu* pPopup = menu.GetSubMenu(1);
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ASSERT(pPopup != NULL);
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pPopup->TrackPopupMenu(TPM_LEFTALIGN | TPM_RIGHTBUTTON,point.x,point.y,this);
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}
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HBRUSH CBriefEdit::OnCtlColor(CDC* pDC, CWnd* pWnd, UINT nCtlColor)
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{
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HBRUSH hbr = CEdit::OnCtlColor(pDC, pWnd, nCtlColor);
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// TODO: Change any attributes of the DC here
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// TODO: Return a different brush if the default is not desired
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return hbr;
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}
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