Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
65 lines
1.5 KiB
C++
65 lines
1.5 KiB
C++
//------------------------------------------------------------------------------
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// File: DlgWait.cpp
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//
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// Desc: DirectShow sample code
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// Progress bar 'wait' dialog
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//------------------------------------------------------------------------------
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#include "stdafx.h"
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#include "VMRMix.h"
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#include "DlgWait.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgWait dialog
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CDlgWait::CDlgWait(int nMax, CWnd* pParent /*=NULL*/)
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: CDialog(CDlgWait::IDD, pParent)
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{
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m_Max = nMax;
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//{{AFX_DATA_INIT(CDlgWait)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CDlgWait::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgWait)
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DDX_Control(pDX, IDC_PROGRESS, m_Progress);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgWait, CDialog)
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//{{AFX_MSG_MAP(CDlgWait)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgWait message handlers
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BOOL CDlgWait::OnInitDialog()
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{
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CDialog::OnInitDialog();
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m_Progress.SetRange(0, (WORD) m_Max);
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CDlgWait::SetPos( int n)
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{
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m_Progress.SetPos( n);
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}
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