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.
59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
#if !defined(AFX_TEXTUREVIEW_H__C4867D3E_8ED3_4A71_AF5A_E41EFEF6CC2E__INCLUDED_)
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#define AFX_TEXTUREVIEW_H__C4867D3E_8ED3_4A71_AF5A_E41EFEF6CC2E__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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// TextureView.h : header file
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//
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/////////////////////////////////////////////////////////////////////////////
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// CTextureView view
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#include <imagelib\image.h>
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class CTextureView : public CView
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{
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protected:
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CTextureView(); // protected constructor used by dynamic creation
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DECLARE_DYNCREATE(CTextureView)
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CTextureView)
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public:
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virtual void OnInitialUpdate();
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protected:
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virtual void OnDraw(CDC* pDC); // overridden to draw this view
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virtual void OnUpdate(CView* pSender, LPARAM lHint, CObject* pHint);
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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CEdit m_edit;
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Image m_image;
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virtual ~CTextureView();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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// Generated message map functions
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protected:
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//{{AFX_MSG(CTextureView)
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_TEXTUREVIEW_H__C4867D3E_8ED3_4A71_AF5A_E41EFEF6CC2E__INCLUDED_)
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