Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef EDITGAMECONFIGS_H
#define EDITGAMECONFIGS_H
#pragma once
#include "Options.h"
#include "Resource.h"
class CEditGameConfigs : public CDialog { // Construction
public: CEditGameConfigs(BOOL bSelectOnly = FALSE, CWnd* pParent = NULL); // standard constructor
CGameConfig *GetSelectedGame() { return m_pSelectedGame; } // get selected game config after dialog is run
// Dialog Data
//{{AFX_DATA(CEditGameConfigs)
enum { IDD = IDD_EDITGAMECONFIGS }; CListBox m_cConfigs; //}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CEditGameConfigs)
protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(CEditGameConfigs)
afx_msg void OnAdd(); afx_msg void OnCopy(); afx_msg void OnRemove(); afx_msg void OnSelchangeConfigs(); virtual BOOL OnInitDialog(); afx_msg void OnDblclkConfigs(); //}}AFX_MSG
DECLARE_MESSAGE_MAP()
BOOL m_bSelectOnly; // just select a game config
CGameConfig *m_pSelectedGame; // last selected game
void FillConfigList(DWORD dwSelectID = 0xffffffff); };
#endif // EDITGAMECONFIGS_H
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