Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The UI for simple map compiles.
//
//=============================================================================//
#include "stdafx.h"
#include "hammer.h"
#include "RunMap.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
static LPCTSTR pszSection = "Run Map";
CRunMap::CRunMap(CWnd* pParent /*=NULL*/)
: CDialog(CRunMap::IDD, pParent)
{
m_bSwitchMode = FALSE;
//{{AFX_DATA_INIT(CRunMap)
m_iVis = -1;
m_bNoQuake = FALSE;
m_strQuakeParms = _T("");
m_iLight = -1;
m_iQBSP = -1;
m_bHDRLight = FALSE;
//}}AFX_DATA_INIT
// read from ini
CWinApp *App = AfxGetApp();
m_iQBSP = App->GetProfileInt(pszSection, "QBSP", 1);
m_iVis = App->GetProfileInt(pszSection, "Vis", 1);
m_iLight = App->GetProfileInt(pszSection, "Light", 1);
m_bHDRLight = App->GetProfileInt(pszSection, "HDRLight", 0);
m_bNoQuake = App->GetProfileInt(pszSection, "No Game", 0);
m_strQuakeParms = App->GetProfileString(pszSection, "Game Parms", "");
}
void CRunMap::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CRunMap)
DDX_Check(pDX, IDC_NOQUAKE, m_bNoQuake);
DDX_Text(pDX, IDC_QUAKEPARMS, m_strQuakeParms);
DDX_Radio(pDX, IDC_BSP0, m_iQBSP);
DDX_Radio(pDX, IDC_VIS0, m_iVis);
DDX_Radio(pDX, IDC_RAD0, m_iLight);
DDX_Check(pDX, IDC_RAD_HDR, m_bHDRLight);
//}}AFX_DATA_MAP
}
void CRunMap::SaveToIni(void)
{
CWinApp *App = AfxGetApp();
App->WriteProfileInt(pszSection, "QBSP", m_iQBSP);
App->WriteProfileInt(pszSection, "Vis", m_iVis);
App->WriteProfileInt(pszSection, "Light", m_iLight);
App->WriteProfileInt(pszSection, "HDRLight", m_bHDRLight);
App->WriteProfileInt(pszSection, "No Game", m_bNoQuake);
App->WriteProfileString(pszSection, "Game Parms", m_strQuakeParms);
}
BEGIN_MESSAGE_MAP(CRunMap, CDialog)
//{{AFX_MSG_MAP(CRunMap)
ON_BN_CLICKED(IDC_EXPERT, OnExpert)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CRunMap message handlers
void CRunMap::OnExpert()
{
m_bSwitchMode = TRUE;
EndDialog(IDOK);
}
BOOL CRunMap::OnInitDialog()
{
CDialog::OnInitDialog();
return TRUE;
}