// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . // world_editor_fauna_graph_plugin.cpp : Defines the initialization routines for the DLL. // #include "stdafx.h" #include "world_editor_fauna_graph_plugin.h" // // Note! // // If this DLL is dynamically linked against the MFC // DLLs, any functions exported from this DLL which // call into MFC must have the AFX_MANAGE_STATE macro // added at the very beginning of the function. // // For example: // // extern "C" BOOL PASCAL EXPORT ExportedFunction() // { // AFX_MANAGE_STATE(AfxGetStaticModuleState()); // // normal function body here // } // // It is very important that this macro appear in each // function, prior to any calls into MFC. This means that // it must appear as the first statement within the // function, even before any object variable declarations // as their constructors may generate calls into the MFC // DLL. // // Please see MFC Technical Notes 33 and 58 for additional // details. // ///////////////////////////////////////////////////////////////////////////// // CWorld_editor_fauna_graph_pluginApp BEGIN_MESSAGE_MAP(CWorld_editor_fauna_graph_pluginApp, CWinApp) //{{AFX_MSG_MAP(CWorld_editor_fauna_graph_pluginApp) // 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() ///////////////////////////////////////////////////////////////////////////// // CWorld_editor_fauna_graph_pluginApp construction CWorld_editor_fauna_graph_pluginApp::CWorld_editor_fauna_graph_pluginApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CWorld_editor_fauna_graph_pluginApp object CWorld_editor_fauna_graph_pluginApp theApp;