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firestorm/Gameleap/code/mw4/Tools/AnimScript/AnimScriptView.cpp
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C++

// AnimScriptView.cpp : implementation of the CAnimScriptView class
//
#include "stdafx.h"
#include "AnimScript.h"
#include "AnimScriptDoc.h"
#include "AnimScriptView.h"
#include "StateTreeView.h"
#include "StateListView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptView
IMPLEMENT_DYNCREATE(CAnimScriptView, CView)
BEGIN_MESSAGE_MAP(CAnimScriptView, CView)
//{{AFX_MSG_MAP(CAnimScriptView)
ON_WM_CREATE()
//}}AFX_MSG_MAP
// Standard printing commands
ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptView construction/destruction
CAnimScriptView::CAnimScriptView()
{
// TODO: add construction code here
}
CAnimScriptView::~CAnimScriptView()
{
}
BOOL CAnimScriptView::PreCreateWindow(CREATESTRUCT& cs)
{
// TODO: Modify the Window class or styles here by modifying
// the CREATESTRUCT cs
return CView::PreCreateWindow(cs);
}
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptView drawing
void CAnimScriptView::OnDraw(CDC* pDC)
{
CAnimScriptDoc* pDoc = GetDocument();
ASSERT_VALID(pDoc);
//m_wndSplitter.RedrawWindow();
// TODO: add draw code for native data here
}
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptView printing
BOOL CAnimScriptView::OnPreparePrinting(CPrintInfo* pInfo)
{
// default preparation
return DoPreparePrinting(pInfo);
}
void CAnimScriptView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add extra initialization before printing
}
void CAnimScriptView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
// TODO: add cleanup after printing
}
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptView diagnostics
#ifdef _DEBUG
void CAnimScriptView::AssertValid() const
{
CView::AssertValid();
}
void CAnimScriptView::Dump(CDumpContext& dc) const
{
CView::Dump(dc);
}
CAnimScriptDoc* CAnimScriptView::GetDocument() // non-debug version is inline
{
ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CAnimScriptDoc)));
return (CAnimScriptDoc*)m_pDocument;
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CAnimScriptView message handlers
void CAnimScriptView::OnInitialUpdate()
{
CView::OnInitialUpdate();
}
int CAnimScriptView::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
// TODO: Add your specialized creation code here
return 0;
}