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.
47 lines
1.1 KiB
C++
47 lines
1.1 KiB
C++
// FieldPanel.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 "FieldPanel.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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// CFieldPanel dialog
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CFieldPanel::CFieldPanel(UINT nIDTemplate,CString fname, CWnd* pParent /*=NULL*/)
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: CPanelDlg(nIDTemplate, pParent)
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{
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//{{AFX_DATA_INIT(CFieldPanel)
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m_FieldName = _T("");
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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m_FieldName=fname;
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}
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void CFieldPanel::DoDataExchange(CDataExchange* pDX)
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{
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CPanelDlg::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CFieldPanel)
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DDX_Text(pDX, IDC_FIELDNAME, m_FieldName);
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CFieldPanel, CPanelDlg)
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//{{AFX_MSG_MAP(CFieldPanel)
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// NOTE: the ClassWizard will add message map macros here
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CFieldPanel message handlers
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