// tile_edit_exe.cpp : Defines the class behaviors for the application. // #include "stdafx.h" #include "tile_edit_exe.h" #include "SelectionTerritoire.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CTile_edit_exeApp BEGIN_MESSAGE_MAP(CTile_edit_exeApp, CWinApp) //{{AFX_MSG_MAP(CTile_edit_exeApp) ON_BN_CLICKED(ID_SAVE_AS, OnSaveAs) //}}AFX_MSG_MAP ON_COMMAND(ID_HELP, CWinApp::OnHelp) END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CTile_edit_exeApp construction CTile_edit_exeApp::CTile_edit_exeApp() { // TODO: add construction code here, // Place all significant initialization in InitInstance } ///////////////////////////////////////////////////////////////////////////// // The one and only CTile_edit_exeApp object CTile_edit_exeApp theApp; ///////////////////////////////////////////////////////////////////////////// // CTile_edit_exeApp initialization BOOL CTile_edit_exeApp::InitInstance() { // AfxEnableControlContainer(); // 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. Start(); // Since the dialog has been closed, return FALSE so that we exit the // application, rather than start the application's message pump. return FALSE; } void CTile_edit_exeApp::OnSaveAs() { // TODO: Add your control notification handler code here }