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.
62 lines
1.6 KiB
C++
62 lines
1.6 KiB
C++
// ImageGrinder.h : main header file for the IMAGEGRINDER application
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//
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#if !defined(AFX_IMAGEGRINDER_H__1B275CE3_0C5E_11D3_A5F1_00902712C9AE__INCLUDED_)
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#define AFX_IMAGEGRINDER_H__1B275CE3_0C5E_11D3_A5F1_00902712C9AE__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#ifndef __AFXWIN_H__
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#error include 'stdafx.h' before including this file for PCH
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#endif
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#include "resource.h" // main symbols
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#define FF_HIGHLIGHTED 1<<0
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#define FIF_SELECTED 1<<0
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#define FIF_HIDDEN 1<<1
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#define FIF_LOCKED 1<<2
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#define FIF_WSTEXTURE 1<<3
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class CImageGrinderDoc;
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extern CImageGrinderDoc *DocList[];
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extern int DocCount;
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/////////////////////////////////////////////////////////////////////////////
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// CImageGrinderApp:
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// See ImageGrinder.cpp for the implementation of this class
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//
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class CImageGrinderApp : public CWinApp
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{
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public:
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CImageGrinderApp();
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CString OrgDir;
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CImageGrinderApp)
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public:
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virtual BOOL InitInstance();
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virtual int ExitInstance();
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virtual BOOL OnIdle(LONG lCount);
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//}}AFX_VIRTUAL
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// Implementation
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//{{AFX_MSG(CImageGrinderApp)
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afx_msg void OnAppAbout();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_IMAGEGRINDER_H__1B275CE3_0C5E_11D3_A5F1_00902712C9AE__INCLUDED_)
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