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.
72 lines
1.6 KiB
C++
72 lines
1.6 KiB
C++
// LimitedFileDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "TCTb.h"
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#include "LimitedFileDialog.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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// CLimitedFileDialog
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IMPLEMENT_DYNAMIC(CLimitedFileDialog, CFileDialog)
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CLimitedFileDialog::CLimitedFileDialog(BOOL bOpenFileDialog, LPCTSTR lpszDefExt, LPCTSTR lpszFileName,
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DWORD dwFlags, LPCTSTR lpszFilter, CWnd* pParentWnd) :
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CFileDialog(bOpenFileDialog, lpszDefExt, lpszFileName, dwFlags, lpszFilter, pParentWnd)
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{
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}
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BEGIN_MESSAGE_MAP(CLimitedFileDialog, CFileDialog)
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//{{AFX_MSG_MAP(CLimitedFileDialog)
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ON_WM_CREATE()
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ON_WM_PAINT()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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void CLimitedFileDialog::OnFolderChange()
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{
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}
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void CLimitedFileDialog::SetDir(CString &dir)
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{
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Path=dir;
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}
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int CLimitedFileDialog::OnCreate(LPCREATESTRUCT lpCreateStruct)
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{
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if (CFileDialog::OnCreate(lpCreateStruct) == -1)
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return -1;
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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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BOOL CLimitedFileDialog::OnInitDialog()
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{
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CFileDialog::OnInitDialog();
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SetWindowText(wstr);
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// TODO: Add extra initialization here
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CLimitedFileDialog::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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SetWindowText(wstr);
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// Do not call CFileDialog::OnPaint() for painting messages
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}
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