Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "stdafx.h"
#include "hammer.h"
#include "EditPathDlg.h"
#include "GameConfig.h"
#include "fgdlib/GameData.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
CEditPathDlg::CEditPathDlg(CWnd* pParent /*=NULL*/)
: CDialog(CEditPathDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CEditPathDlg)
m_strClass = _T("");
m_iDirection = -1;
m_strName = _T("");
//}}AFX_DATA_INIT
}
void CEditPathDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CEditPathDlg)
DDX_Control(pDX, IDC_CLASS, m_cClass);
DDX_CBString(pDX, IDC_CLASS, m_strClass);
DDX_Radio(pDX, IDC_LOOP, m_iDirection);
DDX_Text(pDX, IDC_NAME, m_strName);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CEditPathDlg, CDialog)
//{{AFX_MSG_MAP(CEditPathDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
BOOL CEditPathDlg::OnInitDialog()
{
CDialog::OnInitDialog();
CString strCurrent;
m_cClass.GetWindowText(strCurrent);
// add class list to combo box
// setup class list
m_cClass.SetRedraw(FALSE);
m_cClass.ResetContent();
CString str;
int nCount = pGD->GetClassCount();
for (int i = 0; i < nCount; i++)
{
GDclass *pc = pGD->GetClass(i);
if (!pc->IsBaseClass())
{
str = pc->GetName();
if (!pc->IsClass("worldspawn"))
{
m_cClass.AddString(str);
}
}
}
m_cClass.SetRedraw(TRUE);
m_cClass.SetWindowText(strCurrent);
m_cClass.Invalidate();
return TRUE;
}