Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "resource.h"
#include "ActorProperties.h"
#include "ChoreoView.h"
#include "choreoactor.h"
#include "mdlviewer.h"
static CActorParams g_Params;
//-----------------------------------------------------------------------------
// Purpose:
// Input : hwndDlg -
// uMsg -
// wParam -
// lParam -
// Output : static BOOL CALLBACK
//-----------------------------------------------------------------------------
static BOOL CALLBACK ActorPropertiesDialogProc( HWND hwndDlg, UINT uMsg, WPARAM wParam, LPARAM lParam ) { switch(uMsg) { case WM_INITDIALOG: // Insert code here to put the string (to find and replace with)
// into the edit controls.
// ...
{ g_Params.PositionSelf( hwndDlg );
SetDlgItemText( hwndDlg, IDC_ACTORNAME, g_Params.m_szName );
SetWindowText( hwndDlg, g_Params.m_szDialogTitle );
SetFocus( GetDlgItem( hwndDlg, IDC_ACTORNAME ) ); } return FALSE; case WM_COMMAND: switch (LOWORD(wParam)) { case IDOK: g_Params.m_szName[ 0 ] = 0; GetDlgItemText( hwndDlg, IDC_ACTORNAME, g_Params.m_szName, 256 ); EndDialog( hwndDlg, 1 ); break; case IDCANCEL: EndDialog( hwndDlg, 0 ); break; } return TRUE; } return FALSE; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *view -
// *actor -
// Output : int
//-----------------------------------------------------------------------------
int ActorProperties( CActorParams *params ) { g_Params = *params;
int retval = DialogBox( (HINSTANCE)GetModuleHandle( 0 ), MAKEINTRESOURCE( IDD_ACTORPROPERTIES ), (HWND)g_MDLViewer->getHandle(), (DLGPROC)ActorPropertiesDialogProc );
*params = g_Params;
return retval; }
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