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
1.6 KiB
C++
78 lines
1.6 KiB
C++
// UserValueDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "imagegrinder.h"
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#include "UserValueDlg.h"
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#include "ImageGrinderView.h"
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/////////////////////////////////////////////////////////////////////////////
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// CUserValueDlg dialog
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CUserValueDlg::CUserValueDlg(CWnd* pParent /*=NULL*/)
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: CDialog(CUserValueDlg::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CUserValueDlg)
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//}}AFX_DATA_INIT
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IVal=NULL;
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}
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void CUserValueDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CUserValueDlg)
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DDX_Control(pDX, IDC_USERVAL, m_ValSli);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CUserValueDlg, CDialog)
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//{{AFX_MSG_MAP(CUserValueDlg)
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ON_WM_VSCROLL()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CUserValueDlg message handlers
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void CUserValueDlg::OnOK()
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{
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CDialog::OnOK();
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}
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void CUserValueDlg::OnCancel()
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{
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// CDialog::OnCancel();
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}
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void CUserValueDlg::OnVScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar)
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{
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if(IVal)
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*IVal=m_ValSli.GetPos();
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Owner->OwnerView->UpdateHF();
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CDialog::OnVScroll(nSBCode, nPos, pScrollBar);
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}
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int CUserValueDlg::DoModal(CHFPreview *wnd,int *ipt)
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{
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IVal=ipt;
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Owner=wnd;
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return CDialog::DoModal();
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}
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BOOL CUserValueDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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m_ValSli.SetRange(0,255);
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if(IVal)
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m_ValSli.SetPos(*IVal);
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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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