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// StatePattern_GameDoc.cpp : implementation of the CStatePattern_GameDoc class
//
#include "stdafx.h"
#include "StatePattern_Game.h"
#include "StatePattern_GameDoc.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CStatePattern_GameDoc
IMPLEMENT_DYNCREATE(CStatePattern_GameDoc, CDocument)
BEGIN_MESSAGE_MAP(CStatePattern_GameDoc, CDocument)
//{{AFX_MSG_MAP(CStatePattern_GameDoc)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CStatePattern_GameDoc construction/destruction
CStatePattern_GameDoc::CStatePattern_GameDoc()
{
// TODO: add one-time construction code here
}
CStatePattern_GameDoc::~CStatePattern_GameDoc()
{
}
BOOL CStatePattern_GameDoc::OnNewDocument()
{
if (!CDocument::OnNewDocument())
return FALSE;
// TODO: add reinitialization code here
// (SDI documents will reuse this document)
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CStatePattern_GameDoc serialization
void CStatePattern_GameDoc::Serialize(CArchive& ar)
{
if (ar.IsStoring())
{
// TODO: add storing code here
}
else
{
// TODO: add loading code here
}
}
/////////////////////////////////////////////////////////////////////////////
// CStatePattern_GameDoc diagnostics
#ifdef _DEBUG
void CStatePattern_GameDoc::AssertValid() const
{
CDocument::AssertValid();
}
void CStatePattern_GameDoc::Dump(CDumpContext& dc) const
{
CDocument::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
// CStatePattern_GameDoc commands
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