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.
51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
// DialogPasteRename.cpp : implementation file
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//
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#include "stdafx.h"
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#include "contenttrack.h"
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#include "DialogPasteRename.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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// CDialogPasteRename dialog
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CDialogPasteRename::CDialogPasteRename(CWnd* pParent /*=NULL*/)
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: CDialog(CDialogPasteRename::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDialogPasteRename)
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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 CDialogPasteRename::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDialogPasteRename)
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DDX_Control(pDX, IDC_EDIT_NEW, m_ctrlNew);
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DDX_Control(pDX, IDC_EDIT_OLD, m_ctrlOld);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDialogPasteRename, CDialog)
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//{{AFX_MSG_MAP(CDialogPasteRename)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDialogPasteRename message handlers
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void CDialogPasteRename::OnOK()
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{
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this->m_ctrlOld.GetWindowText(m_strOld);
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this->m_ctrlNew.GetWindowText(m_strNew);
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CDialog::OnOK();
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}
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