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.
95 lines
1.8 KiB
C++
95 lines
1.8 KiB
C++
// NumPanel.cpp : implementation file
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//
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#include "stdafx.h"
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#include "pixelwhippro.h"
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#include "NumPanel.h"
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#include "CurveSet.h"
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extern CPixelWhipProApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CNumPanel dialog
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CNumPanel::CNumPanel(CWnd* pParent /*=NULL*/)
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: CDynaPanel(CNumPanel::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CNumPanel)
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m_NumVal = 0;
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//}}AFX_DATA_INIT
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NeedUpdate=false;
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}
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void CNumPanel::DoDataExchange(CDataExchange* pDX)
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{
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CDynaPanel::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CNumPanel)
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DDX_Text(pDX, IDC_NUM, m_NumVal);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CNumPanel, CDynaPanel)
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//{{AFX_MSG_MAP(CNumPanel)
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ON_EN_CHANGE(IDC_NUM, OnChangeNum)
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ON_WM_TIMER()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CNumPanel message handlers
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void CNumPanel::UpdateControl()
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{
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m_NumVal=*intval;
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UpdateData(FALSE);
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}
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void CNumPanel::Set(void *pt)
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{
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intval=(int *)pt;
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}
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void CNumPanel::OnChangeNum()
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{
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UpdateData(TRUE);
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NeedUpdate=true;
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SetTimer(1,1000,NULL);
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}
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BOOL CNumPanel::OnInitDialog()
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{
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CDynaPanel::OnInitDialog();
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UpdateControl();
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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 CNumPanel::OnTimer(UINT nIDEvent)
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{
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// TODO: Add your message handler code here and/or call default
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if(NeedUpdate)
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{
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theApp.StopEffects();
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int OldValue=*intval;
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*intval=m_NumVal;
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if(!MyCSet->IsDataValid())
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{
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*intval=m_NumVal=OldValue;
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UpdateData(FALSE);
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}
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NeedUpdate=false;
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theApp.StartEffects();
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}
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CDynaPanel::OnTimer(nIDEvent);
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}
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