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>
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
// SingleInputDlg.cpp : 구현 파일입니다.
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//
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#include "stdafx.h"
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#include "PatchMaker.h"
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#include "SingleInputDlg.h"
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#include ".\singleinputdlg.h"
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// CSingleInputDlg 대화 상자입니다.
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IMPLEMENT_DYNAMIC(CSingleInputDlg, CDialog)
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CSingleInputDlg::CSingleInputDlg(const CString& szTitle,
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const CString& szQuestion, CWnd* pParent /*=NULL*/)
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: CDialog(CSingleInputDlg::IDD, pParent)
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, m_szTitle(szTitle)
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, m_szQuestion(szQuestion)
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, m_szSingleInput(_T(""))
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{
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}
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CSingleInputDlg::~CSingleInputDlg()
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{
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}
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void CSingleInputDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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DDX_Text(pDX, IDC_INPUT_SINGLE_QUESTION, m_szQuestion);
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DDX_Text(pDX, IDC_INPUT_SINGLE_LINE, m_szSingleInput);
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}
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BEGIN_MESSAGE_MAP(CSingleInputDlg, CDialog)
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END_MESSAGE_MAP()
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// CSingleInputDlg 메시지 처리기입니다.
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BOOL CSingleInputDlg::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// TODO: 여기에 추가 초기화 작업을 추가합니다.
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SetWindowText(m_szTitle);
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UpdateData(FALSE);
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return TRUE; // return TRUE unless you set the focus to a control
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// 예외: OCX 속성 페이지는 FALSE를 반환해야 합니다.
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}
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