Files
Client/GameTools/EffectEditor/EffectSheet.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

54 lines
1.3 KiB
C++

// EffectSheet.cpp : implementation file
//
#include "stdafx.h"
#include "resource.h"
#include "EffectSheet.h"
#ifdef _DEBUG
#undef THIS_FILE
static char BASED_CODE THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CEffectSheet
IMPLEMENT_DYNAMIC(CEffectSheet, CPropertySheet)
CEffectSheet::CEffectSheet(UINT nIDCaption, CWnd* pParentWnd, UINT iSelectPage)
:CPropertySheet(nIDCaption, pParentWnd, iSelectPage)
{
}
CEffectSheet::CEffectSheet(LPCTSTR pszCaption, CWnd* pParentWnd, UINT iSelectPage)
:CPropertySheet(pszCaption, pParentWnd, iSelectPage)
{
// Add all of the property pages here. Note that
// the order that they appear in here will be
// the order they appear in on screen. By default,
// the first page of the set is the active one.
// One way to make a different property page the
// active one is to call SetActivePage().
AddPage(&m_Page1);
AddPage(&m_Page2);
AddPage(&m_Page3);
AddPage(&m_Page4);
AddPage(&m_Page5);
AddPage(&m_Page6);
}
CEffectSheet::~CEffectSheet()
{
}
BEGIN_MESSAGE_MAP(CEffectSheet, CPropertySheet)
//{{AFX_MSG_MAP(CEffectSheet)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CEffectSheet message handlers