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Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive.
Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false,
no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
2026-06-24 21:28:16 -05:00

124 lines
2.8 KiB
C++

#pragma once
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// ResourceWindow.h : header file
//
#include "TagListDlg.h"
#include "ObjWindow.h"
#include "EditorChildWnd.h"
#include <Adept\Entity.hpp>
#include <MW4\Mech_ai.hpp>
#include "EditWnd.h"
/////////////////////////////////////////////////////////////////////////////
// CInstanceWindow frame
class CInstanceWindow : public CEditorChildWnd
{
friend class CTagListDlg;
DECLARE_DYNCREATE(CInstanceWindow)
protected:
void
AddInstance(Adept::Entity* entity, bool fill = true);
// Attributes
public:
// Operations
public:
CInstanceWindow(); // protected constructor used by dynamic creation
virtual ~CInstanceWindow();
Stuff::ChainOf<TabList *>
mechList;
Stuff::ChainOf<TabList *>
buildingList;
Stuff::ChainOf<TabList *>
vehicleList;
Stuff::ChainOf<TabList *>
miscList;
void
ClearInstanceLists();
void
ResetInstanceLists();
void
RemoveInstance(Adept::Entity* entity);
void
FillTabBox(int tab = -1);
void
FillTabBox(ChainIteratorOf<TabList*> &iterator);
int
GetSelectedObject();
void
ResetSel();
void
ObjEditScript(char* file = NULL, int line = 0);
void
ChangeObjName();
void
CheckHiddenObject(Entity* entity);
void
OnObjSpecifyScript(Entity* entity);
CObjWindow
*TLDlg;
CEditWnd*
scriptWnd;
void
OnClearAI(Entity* entity);
void
OnABLMemory(Entity* entity);
void OnEditSkill(Entity* entity);
protected:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CInstanceWindow)
protected:
virtual BOOL OnNotify(WPARAM wParam, LPARAM lParam, LRESULT* pResult);
//}}AFX_VIRTUAL
// Implementation
public:
// Generated message map functions
//{{AFX_MSG(CInstanceWindow)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnObjName();
afx_msg void OnObjParameters();
afx_msg void OnObjTranslation();
afx_msg void OnObjRemoveinstance();
afx_msg void OnObjGotoinstance();
afx_msg void OnObjDamageobjArmor();
afx_msg void OnObjDamageobjInternal();
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnObjEditDriver();
afx_msg void OnObjEditObjective();
afx_msg void OnObjSpecifyScript();
afx_msg void OnObjEditScript();
afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point);
afx_msg void OnObjAlignment();
afx_msg void OnEditLight();
afx_msg void OnClearAI();
afx_msg void OnABLMemory();
afx_msg void OnEditSkill();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.