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.
155 lines
3.8 KiB
C++
155 lines
3.8 KiB
C++
// mw4print.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "mw4print.h"
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#include "MainFrm.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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// CMW4PrintApp
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BEGIN_MESSAGE_MAP(CMW4PrintApp, CWinApp)
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//{{AFX_MSG_MAP(CMW4PrintApp)
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ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CMW4PrintApp construction
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extern char AssetsDirectory1[MAX_PATH];
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CMW4PrintApp::CMW4PrintApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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}
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CMW4PrintApp object
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CMW4PrintApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CMW4PrintApp initialization
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BOOL CMW4PrintApp::InitInstance()
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{
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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GetModuleFileName(m_hInstance, AssetsDirectory1, sizeof(AssetsDirectory1));
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char* p = strrchr(AssetsDirectory1, '\\');
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if (p) {
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*p = '\0';
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} else {
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AssetsDirectory1[0] = '\0';
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}
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#ifdef _AFXDLL
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Enable3dControls(); // Call this when using MFC in a shared DLL
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#else
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Enable3dControlsStatic(); // Call this when linking to MFC statically
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#endif
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// Change the registry key under which our settings are stored.
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// TODO: You should modify this string to be something appropriate
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// such as the name of your company or organization.
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SetRegistryKey(_T("Local AppWizard-Generated Applications"));
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// To create the main window, this code creates a new frame window
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// object and then sets it as the application's main window object.
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CMainFrame* pFrame = new CMainFrame;
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m_pMainWnd = pFrame;
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// create and load the frame with its resources
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pFrame->LoadFrame(IDR_MAINFRAME,
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WS_OVERLAPPEDWINDOW | FWS_ADDTOTITLE, NULL,
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NULL);
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// The one and only window has been initialized, so show and update it.
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pFrame->ShowWindow(SW_SHOW);
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pFrame->UpdateWindow();
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CMW4PrintApp message handlers
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/////////////////////////////////////////////////////////////////////////////
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// CAboutDlg dialog used for App About
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class CAboutDlg : public CDialog
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{
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public:
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CAboutDlg();
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// Dialog Data
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//{{AFX_DATA(CAboutDlg)
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enum { IDD = IDD_ABOUTBOX };
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//}}AFX_DATA
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAboutDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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//{{AFX_MSG(CAboutDlg)
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// No message handlers
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
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{
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//{{AFX_DATA_INIT(CAboutDlg)
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//}}AFX_DATA_INIT
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}
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void CAboutDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAboutDlg)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
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//{{AFX_MSG_MAP(CAboutDlg)
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// No message handlers
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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// App command to run the dialog
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void CMW4PrintApp::OnAppAbout()
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{
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CAboutDlg aboutDlg;
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aboutDlg.DoModal();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CMW4PrintApp message handlers
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