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.
78 lines
1.9 KiB
C++
78 lines
1.9 KiB
C++
// ModifyAttribDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "animscript.h"
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#include "ModifyAttribDlg.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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// CModifyAttribDlg dialog
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CModifyAttribDlg::CModifyAttribDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CModifyAttribDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CModifyAttribDlg)
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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 CModifyAttribDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CModifyAttribDlg)
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DDX_Control(pDX, IDC_LIST_ATTRIB, m_listAttrib);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CModifyAttribDlg, CDialog)
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//{{AFX_MSG_MAP(CModifyAttribDlg)
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ON_LBN_SELCHANGE(IDC_LIST_ATTRIB, OnSelchangeListAttrib)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CModifyAttribDlg message handlers
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extern char g_szAttribTypeNames[][30];
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BOOL CModifyAttribDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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m_iType = m_pAttribNode->m_iType;
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for (int x=0;x<4;x++)
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{
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int index = m_listAttrib.AddString(g_szAttribTypeNames[x]);
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m_listAttrib.SetItemData(index,x);
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if (x == m_iType)
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m_listAttrib.SetCurSel(index);
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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 CModifyAttribDlg::OnSelchangeListAttrib()
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{
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int index = m_listAttrib.GetCurSel();
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m_iType = m_listAttrib.GetItemData(index);
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CString str;
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m_listAttrib.GetText(index,str);
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m_pAttribNode->m_strName = str;
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}
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void CModifyAttribDlg::OnOK()
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{
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m_pAttribNode->m_iType = m_iType;
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m_pAttribNode->m_strName = g_szAttribTypeNames[m_iType];
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CDialog::OnOK();
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}
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