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/*
===========================================================================
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;
}