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.
86 lines
1.7 KiB
C++
86 lines
1.7 KiB
C++
// FeatureDlg.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 "FeatureDlg.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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// CFeatureDlg
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IMPLEMENT_DYNAMIC(CFeatureDlg, CPropertySheet)
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CFeatureDlg::CFeatureDlg(UINT nIDCaption, CWnd* pParentWnd, UINT iSelectPage)
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:CPropertySheet(nIDCaption, pParentWnd, iSelectPage)
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{
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}
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CFeatureDlg::CFeatureDlg(LPCTSTR pszCaption, CWnd* pParentWnd, UINT iSelectPage)
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:CPropertySheet(pszCaption, pParentWnd, iSelectPage)
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{
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}
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CFeatureDlg::~CFeatureDlg()
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{
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delete FTab;
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delete PList;
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}
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BEGIN_MESSAGE_MAP(CFeatureDlg, CPropertySheet)
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//{{AFX_MSG_MAP(CFeatureDlg)
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ON_WM_CLOSE()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CFeatureDlg message handlers
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BOOL CFeatureDlg::OnInitDialog()
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{
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BOOL bResult = CPropertySheet::OnInitDialog();
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int i;
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for(i=0;i<GetPageCount();i++) SetActivePage(i); //Make sure all the pages are initalized
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SetActivePage(0);
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return bResult;
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}
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BOOL CFeatureDlg::Create( CWnd* pParentWnd, DWORD dwStyle, DWORD dwExStyle )
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{
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FTab=new CFeaturesTab;
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PList=new CPathList ;
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FTab->SetPathList(PList);
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AddPage(FTab);
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AddPage(PList);
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return CPropertySheet::Create( pParentWnd , dwStyle , dwExStyle);
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}
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void CFeatureDlg::OnClose()
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{
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// TODO: Add your message handler code here and/or call default
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ShowWindow(SW_HIDE);
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// CPropertySheet::OnClose();
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}
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void CFeatureDlg::Init()
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{
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FTab->UpdateList(&PList->m_PList);
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}
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void CFeatureDlg::Update()
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{
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SetActivePage(0);
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}
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