Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// SteamFileDialog.cpp : Defines the initialization routines for the DLL.
//
#include "stdafx.h"
#include "FileDialogApp.h"
#include "interface.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__; #endif
//
// Note!
//
// If this DLL is dynamically linked against the MFC
// DLLs, any functions exported from this DLL which
// call into MFC must have the AFX_MANAGE_STATE macro
// added at the very beginning of the function.
//
// For example:
//
// extern "C" BOOL PASCAL EXPORT ExportedFunction()
// {
// AFX_MANAGE_STATE(AfxGetStaticModuleState());
// // normal function body here
// }
//
// It is very important that this macro appear in each
// function, prior to any calls into MFC. This means that
// it must appear as the first statement within the
// function, even before any object variable declarations
// as their constructors may generate calls into the MFC
// DLL.
//
// Please see MFC Technical Notes 33 and 58 for additional
// details.
//
/////////////////////////////////////////////////////////////////////////////
// CSteamFileDialogApp
BEGIN_MESSAGE_MAP(CSteamFileDialogApp, CWinApp) //{{AFX_MSG_MAP(CSteamFileDialogApp)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CSteamFileDialogApp construction
CSteamFileDialogApp::CSteamFileDialogApp() { // TODO: add construction code here,
// Place all significant initialization in InitInstance
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CSteamFileDialogApp object
CSteamFileDialogApp theApp;
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