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;
}