// CollisionEditor.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "CollisionEditor.h" #include "CollisionEditorDlg.h" #include "Lib/Sys/MemoryLog.hpp" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CCollisionEditorApp BEGIN_MESSAGE_MAP(CCollisionEditorApp, CWinApp) //{{AFX_MSG_MAP(CCollisionEditorApp) // 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() ///////////////////////////////////////////////////////////////////////////// // Globals that hold the state ///////////////////////////////////////////////////////////////////////////// // CCollisionEditorApp construction CCollisionEditorApp::CCollisionEditorApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } bool bIsTrespasser = false; ///////////////////////////////////////////////////////////////////////////// // The one and only CCollisionEditorApp object CCollisionEditorApp theApp; ///////////////////////////////////////////////////////////////////////////// // CCollisionEditorApp initialization BOOL CCollisionEditorApp::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. #ifdef _AFXDLL Enable3dControls(); // Call this when using MFC in a shared DLL #else Enable3dControlsStatic(); // Call this when linking to MFC statically #endif CCollisionEditorDlg 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; } int CCollisionEditorApp::ExitInstance() { return CWinApp::ExitInstance(); } void AddToCounter(EMemoryLog eml,long l) { }