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.
99 lines
2.7 KiB
C++
99 lines
2.7 KiB
C++
//===========================================================================//
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// File: D3DRMVideoRenderables.hpp //
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// Project: MUNGA Brick: Win95 Video Renderer //
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// Contents: Windows95 Layer Video Renderer //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/13/97 JTR Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1997, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "Adept.hpp"
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#include "VideoRenderer.hpp"
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namespace ElementRenderer
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{
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class SwitchElement;
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}
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namespace Adept {
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//##########################################################################
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//######################## SwitchComponent ##############################
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//##########################################################################
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class SwitchComponent:
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public VideoComponent
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{
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public:
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static void
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InitializeClass();
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static void
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TerminateClass();
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static ClassData
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*DefaultData;
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typedef VideoComponent BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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protected:
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SwitchComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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ElementRenderer::SwitchElement*
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AllocateSwitch();
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public:
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static SwitchComponent*
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Make(
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Component support
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//
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public:
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void
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ChannelChanged(Channel* channel);
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ElementRenderer::SwitchElement*
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GetElement()
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{
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Check_Object(this);
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return
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Cast_Pointer(
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ElementRenderer::SwitchElement*,
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componentElement
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test support
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//
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public:
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void
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TestInstance();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Tool-related Functions
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//
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public:
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static ClassData*
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CreateFactoryRequest(FactoryRequestParameters *parameters);
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};
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}
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