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.
73 lines
1.5 KiB
C++
73 lines
1.5 KiB
C++
// AlignDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "MW4GameEd2.h"
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#include "AlignDlg.h"
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#include <Adept\Entity.hpp>
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using namespace Adept;
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/////////////////////////////////////////////////////////////////////////////
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// CAlignDlg dialog
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CAlignDlg::CAlignDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CAlignDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CAlignDlg)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CAlignDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAlignDlg)
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DDX_Control(pDX, IDC_ALIGNLIST, m_Align);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAlignDlg, CDialog)
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//{{AFX_MSG_MAP(CAlignDlg)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CAlignDlg message handlers
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BOOL CAlignDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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int i,itm;
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for(i=0;i<Entity::LastAlignment;i++)
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{
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itm=m_Align.AddString(Entity::AlignmentAsciiToText(i));
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m_Align.SetItemData(itm,i);
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}
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for(i=0;i<m_Align.GetCount();i++)
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if(m_Align.GetItemData(i)==m_alignment)
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{
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m_Align.SetCurSel(i);
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}
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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 CAlignDlg::OnOK()
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{
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// TODO: Add extra validation here
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m_alignment=m_Align.GetItemData(m_Align.GetCurSel());
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CDialog::OnOK();
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}
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