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
1.7 KiB
C++
78 lines
1.7 KiB
C++
// GroupProps.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 "GroupProps.h"
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#include "GUIObjectList.h"
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#include "ObjPanelDlg.h"
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/////////////////////////////////////////////////////////////////////////////
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// CGroupProps dialog
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CGroupProps::CGroupProps(GUIObjectList *gobj,UndoCommand **cmd,CWnd* pParent /*=NULL*/)
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: CPanelDlg(CGroupProps::IDD, pParent)
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{
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MyList=gobj;
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CmdLst=cmd;
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//{{AFX_DATA_INIT(CGroupProps)
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//}}AFX_DATA_INIT
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}
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void CGroupProps::DoDataExchange(CDataExchange* pDX)
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{
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CPanelDlg::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CGroupProps)
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DDX_Control(pDX, IDC_MEMBERLIST, m_MemList);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CGroupProps, CPanelDlg)
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//{{AFX_MSG_MAP(CGroupProps)
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ON_LBN_DBLCLK(IDC_MEMBERLIST, OnDblclkMemberlist)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CGroupProps message handlers
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BOOL CGroupProps::OnInitDialog()
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{
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CPanelDlg::OnInitDialog();
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UpdateData(FALSE);
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int itm;
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for(int i=0;i<MyList->GetObjectCount();i++)
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{
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itm=m_MemList.AddString(MyList->GetObject(i)->GetName());
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m_MemList.SetItemDataPtr(itm,MyList->GetObject(i));
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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 CGroupProps::OnOK()
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{
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UpdateData(TRUE);
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CPanelDlg::OnOK();
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}
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void CGroupProps::OnDblclkMemberlist()
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{
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// TODO: Add your control notification handler code here
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int itm=m_MemList.GetCurSel();
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EdGUIObject *gobj;
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gobj=(EdGUIObject *)m_MemList.GetItemDataPtr(itm);
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CObjPanelDlg pan_dlg;
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gobj->AddPanel(&pan_dlg,CmdLst);
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pan_dlg.DoModal();
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}
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