Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined(AFX_VKEYLISTVIEW_H__C1A00662_F711_467D_A5F8_CDF9627E93B1__INCLUDED_)
#define AFX_VKEYLISTVIEW_H__C1A00662_F711_467D_A5F8_CDF9627E93B1__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// Vkeylistview.h : header file
//
/////////////////////////////////////////////////////////////////////////////
// CVkeylistview view
class CVkeylistview : public CListView { protected: CVkeylistview(); // protected constructor used by dynamic creation
DECLARE_DYNCREATE(CVkeylistview)
// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CVkeylistview)
public: virtual void OnInitialUpdate(); virtual BOOL Create(LPCTSTR lpszClassName, LPCTSTR lpszWindowName, DWORD dwStyle, const RECT& rect, CWnd* pParentWnd, UINT nID, CCreateContext* pContext = NULL); protected: virtual void OnDraw(CDC* pDC); // overridden to draw this view
virtual void CalcWindowRect(LPRECT lpClientRect, UINT nAdjustType = adjustBorder); virtual BOOL PreCreateWindow(CREATESTRUCT& cs); virtual void OnUpdate(CView* pSender, LPARAM lHint, CObject* pHint); //}}AFX_VIRTUAL
// Implementation
protected: virtual ~CVkeylistview(); #ifdef _DEBUG
virtual void AssertValid() const; virtual void Dump(CDumpContext& dc) const; #endif
// Generated message map functions
protected: //{{AFX_MSG(CVkeylistview)
// NOTE - the ClassWizard will add and remove member functions here.
//}}AFX_MSG
DECLARE_MESSAGE_MAP() };
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_VKEYLISTVIEW_H__C1A00662_F711_467D_A5F8_CDF9627E93B1__INCLUDED_)
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