/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake III Arena source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // ShaderEdit.cpp : implementation file // #include "stdafx.h" #include "Radiant.h" #include "ShaderEdit.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CShaderEdit IMPLEMENT_DYNCREATE(CShaderEdit, CFrameWnd) CShaderEdit::CShaderEdit() { } CShaderEdit::~CShaderEdit() { } BEGIN_MESSAGE_MAP(CShaderEdit, CFrameWnd) //{{AFX_MSG_MAP(CShaderEdit) ON_WM_CREATE() //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CShaderEdit message handlers int CShaderEdit::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (CFrameWnd::OnCreate(lpCreateStruct) == -1) return -1; // TODO: Add your specialized creation code here return 0; }