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.
72 lines
1.6 KiB
C++
72 lines
1.6 KiB
C++
// EdSlider.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 "EdSlider.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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// CEdSlider
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CEdSlider::CEdSlider()
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{
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}
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CEdSlider::~CEdSlider()
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{
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}
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BEGIN_MESSAGE_MAP(CEdSlider, CSliderCtrl)
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//{{AFX_MSG_MAP(CEdSlider)
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ON_WM_CHAR()
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ON_WM_KEYDOWN()
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ON_WM_CHARTOITEM()
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ON_WM_DEADCHAR()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CEdSlider message handlers
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void CEdSlider::OnChar(UINT nChar, UINT nRepCnt, UINT nFlags)
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{
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// TODO: Add your message handler code here and/or call default
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// CSliderCtrl::OnChar(nChar, nRepCnt, nFlags);
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}
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void CEdSlider::OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags)
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{
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// TODO: Add your message handler code here and/or call default
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// CSliderCtrl::OnKeyDown(nChar, nRepCnt, nFlags);
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}
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LRESULT CEdSlider::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
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{
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// TODO: Add your specialized code here and/or call the base class
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return CSliderCtrl::WindowProc(message, wParam, lParam);
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}
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int CEdSlider::OnCharToItem(UINT nChar, CListBox* pListBox, UINT nIndex)
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{
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// TODO: Add your message handler code here and/or call default
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return CSliderCtrl::OnCharToItem(nChar, pListBox, nIndex);
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}
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void CEdSlider::OnDeadChar(UINT nChar, UINT nRepCnt, UINT nFlags)
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{
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// TODO: Add your message handler code here and/or call default
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CSliderCtrl::OnDeadChar(nChar, nRepCnt, nFlags);
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}
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