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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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241
Code/Tools/W3DView/ResolutionDialog.cpp
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241
Code/Tools/W3DView/ResolutionDialog.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// ResolutionDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "w3dview.h"
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#include "ResolutionDialog.h"
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#include "WW3D.H"
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#include "Globals.h"
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#include "GraphicView.h"
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#include "Utils.h"
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#include "rddesc.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//
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// ResolutionDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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ResolutionDialogClass::ResolutionDialogClass(CWnd* pParent /*=NULL*/)
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: CDialog(ResolutionDialogClass::IDD, pParent)
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{
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//{{AFX_DATA_INIT(ResolutionDialogClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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ResolutionDialogClass::DoDataExchange (CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(ResolutionDialogClass)
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DDX_Control(pDX, IDC_RESOLUTION_LIST_CTRL, m_ListCtrl);
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(ResolutionDialogClass, CDialog)
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//{{AFX_MSG_MAP(ResolutionDialogClass)
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ON_NOTIFY(NM_DBLCLK, IDC_RESOLUTION_LIST_CTRL, OnDblclkResolutionListCtrl)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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BOOL
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ResolutionDialogClass::OnInitDialog (void)
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{
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CDialog::OnInitDialog ();
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//
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// Configure the list control
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//
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m_ListCtrl.SetExtendedStyle (LVS_EX_FULLROWSELECT);
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m_ListCtrl.InsertColumn (0, "Resolution");
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m_ListCtrl.InsertColumn (1, "Bit Depth");
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//
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// Size the columns
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//
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CRect rect;
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m_ListCtrl.GetClientRect (&rect);
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m_ListCtrl.SetColumnWidth (0, (rect.Width () >> 1) - 4);
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m_ListCtrl.SetColumnWidth (1, (rect.Width () >> 1) - 4);
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//
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// Get information about the current render device
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//
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const RenderDeviceDescClass &device_info = WW3D::Get_Render_Device_Desc ();
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const DynamicVectorClass<ResolutionDescClass> &res_list = device_info.Enumerate_Resolutions ();
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//
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// Get the current resolution
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//
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int curr_width = 0;
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int curr_height = 0;
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int curr_bpp = 0;
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bool curr_windowed = false;
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WW3D::Get_Device_Resolution (curr_width, curr_height, curr_bpp, curr_windowed);
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SendDlgItemMessage (IDC_FULLSCREEN_CHECK, BM_SETCHECK, (WPARAM)(curr_windowed == false));
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//
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// Loop over all the resolutions available to us
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//
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bool found = false;
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int index = res_list.Count ();
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while (index --) {
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int width = res_list[index].Width;
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int height = res_list[index].Height;
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int bpp = res_list[index].BitDepth;
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//
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// Format description strings for this resolution
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//
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CString resolution_string;
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CString bit_depth_string;
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resolution_string.Format ("%d x %d", width, height);
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bit_depth_string.Format ("%d bpp (%d colors)", bpp, 1 << bpp);
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//
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// Add this resolution to the list ctrl
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//
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int list_index = m_ListCtrl.InsertItem (0, resolution_string, 0);
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if (list_index >= 0) {
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m_ListCtrl.SetItemText (list_index, 1, bit_depth_string);
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m_ListCtrl.SetItemData (list_index, index);
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//
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// Is this the current resolution? If so,
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// select this entry as the default...
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//
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if ( found == false &&
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curr_width == width &&
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curr_height == height &&
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curr_bpp == bpp)
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{
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m_ListCtrl.SetItemState (list_index, LVIS_SELECTED, LVIS_SELECTED);
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found = true;
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}
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}
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}
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//
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// Select the first entry by default (if necessary)
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//
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if (found == false) {
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m_ListCtrl.SetItemState (0, LVIS_SELECTED, LVIS_SELECTED);
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}
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnOK
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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ResolutionDialogClass::OnOK (void)
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{
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CDialog::OnOK ();
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//
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// Get the current selection
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//
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int list_index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
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if (list_index >= 0) {
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//
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// Index into the resolution list for this device...
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//
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int index = m_ListCtrl.GetItemData (list_index);
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if (index >= 0) {
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//
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// Lookup the selected resolution information
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//
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const RenderDeviceDescClass &device_info = WW3D::Get_Render_Device_Desc ();
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const DynamicVectorClass<ResolutionDescClass> &res_list = device_info.Enumerate_Resolutions ();
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g_iWidth = res_list[index].Width;
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g_iHeight = res_list[index].Height;
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g_iBitsPerPixel = res_list[index].BitDepth;
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//
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// Cache this information in the registry
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//
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theApp.WriteProfileInt ("Config", "DeviceWidth", g_iWidth);
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theApp.WriteProfileInt ("Config", "DeviceHeight", g_iHeight);
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theApp.WriteProfileInt ("Config", "DeviceBitsPerPix", g_iBitsPerPixel);
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//
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// Reset the display
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//
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bool fullscreen = (SendDlgItemMessage (IDC_FULLSCREEN_CHECK, BM_GETCHECK) == 1);
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::Get_Graphic_View ()->Set_Fullscreen (fullscreen);
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}
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDblclkResolutionListCtrl
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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ResolutionDialogClass::OnDblclkResolutionListCtrl
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(
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NMHDR * pNMHDR,
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LRESULT * pResult
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)
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{
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int list_index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
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if (list_index >= 0) {
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OnOK ();
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}
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(*pResult) = 0;
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return ;
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}
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