// QC_Eyes.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "QC_Eyes.h" #include "QC_EyesDlg.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CQC_EyesApp BEGIN_MESSAGE_MAP(CQC_EyesApp, CWinApp) //{{AFX_MSG_MAP(CQC_EyesApp) // NOTE - the ClassWizard will add and remove mapping macros here. // DO NOT EDIT what you see in these blocks of generated code! //}}AFX_MSG ON_COMMAND(ID_HELP, CWinApp::OnHelp) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CQC_EyesApp construction CQC_EyesApp::CQC_EyesApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CQC_EyesApp object CQC_EyesApp theApp; ///////////////////////////////////////////////////////////////////////////// // CQC_EyesApp initialization BOOL CQC_EyesApp::InitInstance() { AfxEnableControlContainer(); // Standard initialization // If you are not using these features and wish to reduce the size // of your final executable, you should remove from the following // the specific initialization routines you do not need. #ifdef _AFXDLL Enable3dControls(); // Call this when using MFC in a shared DLL #else Enable3dControlsStatic(); // Call this when linking to MFC statically #endif CQC_EyesDlg dlg; m_pMainWnd = &dlg; int nResponse = dlg.DoModal(); if (nResponse == IDOK) { // TODO: Place code here to handle when the dialog is // dismissed with OK } else if (nResponse == IDCANCEL) { // TODO: Place code here to handle when the dialog is // dismissed with Cancel } // Since the dialog has been closed, return FALSE so that we exit the // application, rather than start the application's message pump. return FALSE; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |