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 TEXTUREBOX_H
#define TEXTUREBOX_H
#pragma once
#include "IEditorTexture.h"
class CTextureBox : public CComboBox
{
// Construction
public:
CTextureBox();
virtual BOOL Create(DWORD dwStyle, const RECT& rect, CWnd* pParentWnd, UINT nID);
// Attributes
public:
BOOL bFirstMeasure;
// Operations
public:
void LoadGraphicList();
void AddMRU(IEditorTexture *pTex);
void RebuildMRU(void);
void NotifyNewMaterial( IEditorTexture *pTex );
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CTextureBox)
public:
virtual int CompareItem(LPCOMPAREITEMSTRUCT lpCompareItemStruct);
virtual void DeleteItem(LPDELETEITEMSTRUCT lpDeleteItemStruct);
virtual void DrawItem(LPDRAWITEMSTRUCT lpDrawItemStruct);
virtual void MeasureItem(LPMEASUREITEMSTRUCT lpMeasureItemStruct);
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CTextureBox();
// Generated message map functions
protected:
//{{AFX_MSG(CTextureBox)
afx_msg BOOL OnEraseBkgnd(CDC* pDC);
afx_msg LRESULT OnSelectString(WPARAM wParam, LPARAM lParam);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#endif // TEXTUREBOX_H