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.
80 lines
1.7 KiB
C++
80 lines
1.7 KiB
C++
// CamInfoTabDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "TCTb.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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// CCamInfoTabDlg
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IMPLEMENT_DYNAMIC(CCamInfoTabDlg, CPropertySheet)
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CCamInfoTabDlg::CCamInfoTabDlg(UINT nIDCaption, CWnd* pParentWnd, UINT iSelectPage)
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:CPropertySheet(nIDCaption, pParentWnd, iSelectPage)
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{
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NumTabs=0;
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}
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CCamInfoTabDlg::CCamInfoTabDlg(LPCTSTR pszCaption, CWnd* pParentWnd, UINT iSelectPage)
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:CPropertySheet(pszCaption, pParentWnd, iSelectPage)
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{
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NumTabs=0;
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}
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CCamInfoTabDlg::~CCamInfoTabDlg()
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{
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int i;
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for(i=0;i<NumTabs;i++) delete Tab[i];
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NumTabs=0;
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}
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BEGIN_MESSAGE_MAP(CCamInfoTabDlg, CPropertySheet)
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//{{AFX_MSG_MAP(CCamInfoTabDlg)
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ON_WM_CLOSE()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CCamInfoTabDlg message handlers
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void CCamInfoTabDlg::SetCameraInfo(CameraInfo *CIn)
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{
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int i;
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for(i=0;i<NumTabs;i++) Tab[i]->SetCamInfo(CIn);
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}
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void CCamInfoTabDlg::Refresh()
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{
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Tab[GetActiveIndex()]->Refresh();
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}
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BOOL CCamInfoTabDlg::Create( CWnd* pParentWnd, DWORD dwStyle, DWORD dwExStyle )
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{
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return CPropertySheet::Create( pParentWnd , dwStyle , dwExStyle);
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}
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void CCamInfoTabDlg::AddPage( CCamInfoPage *pPage )
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{
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Tab[NumTabs++]=pPage;
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CPropertySheet::AddPage(pPage);
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}
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void CCamInfoTabDlg::OnClose()
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{
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// TODO: Add your message handler code here and/or call default
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// ShowWindow(SW_MINIMIZE);
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ShowWindow(SW_HIDE);
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// CPropertySheet::OnClose();
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}
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