IParamMap2 *plResponderProc::ICreateMap(IParamBlock2 *pb) { ParamBlockDesc2 *pd = pb->GetDesc(); // Don't show anything if there isn't a UI if (pd->Count() < 1) { pb->ReleaseDesc(); return nil; } // Create the rollout IParamMap2 *map = CreateCPParamMap2(0, pb, GetCOREInterface(), hInstance, MAKEINTRESOURCE(pd->dlg_template), GetString(pd->title), pd->flags, pd->dlgProc, NULL, ROLLUP_CAT_STANDARD); // Save the rollout in the paramblock pb->SetMap(map); pb->ReleaseDesc(); return map; }
bool mrShaderFilter::ValidateReturnType(ParamBlockDesc2& pbDesc) { // Go through all the parameters of the block int count = pbDesc.Count(); for(int i = 0; i < count; ++i) { const ParamDef& paramDef = pbDesc.GetParamDef(pbDesc.IndextoID(i)); if(ValidType(paramDef.type)) return true; } return false; }