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📄 paramedit.cpp

📁 Visual C++角色扮演游戏程序设计(附带CD源代码)作者: (日)坂本千寻 译者:博硕文化
💻 CPP
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// ParamEdit.cpp : Defines the class behaviors for the application.
//

#include "stdafx.h"
#include "ParamEdit.h"
#include "ParamEditDlg.h"

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

/////////////////////////////////////////////////////////////////////////////
// CParamEditApp

BEGIN_MESSAGE_MAP(CParamEditApp, CWinApp)
	//{{AFX_MSG_MAP(CParamEditApp)
		// 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()

/////////////////////////////////////////////////////////////////////////////
// CParamEditApp construction

CParamEditApp::CParamEditApp()
{
	// TODO: add construction code here,
	// Place all significant initialization in InitInstance
}

/////////////////////////////////////////////////////////////////////////////
// The one and only CParamEditApp object

CParamEditApp theApp;

/////////////////////////////////////////////////////////////////////////////
// CParamEditApp initialization

BOOL CParamEditApp::InitInstance()
{
	// 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.

	CParamEditDlg 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;
}

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