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.
28 lines
435 B
C++
28 lines
435 B
C++
|
|
#pragma once
|
|
#ifndef DEFAULTDIALOG_H
|
|
#define DEFAULTDIALOG_H
|
|
|
|
|
|
class ObjectManager;
|
|
|
|
|
|
|
|
class DefaultDialog
|
|
: public CDialog
|
|
{
|
|
public:
|
|
DefaultDialog(UINT res_id,CWnd* pParent = NULL);
|
|
|
|
virtual void SaveToReg();
|
|
virtual void LoadFromReg();
|
|
|
|
protected:
|
|
virtual void OnOK() {}
|
|
virtual void OnCancel() {}
|
|
|
|
virtual bool PreserveWidthHeightInfo() const { return (false); }
|
|
};
|
|
|
|
|
|
#endif // DEFAULTDIALOG_H
|