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.
119 lines
3.6 KiB
C++
119 lines
3.6 KiB
C++
#ifndef __CUSTOMAW_H__
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#define __CUSTOMAW_H__
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#include <afxdisp.h>
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#include <ObjModel\appauto.h>
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#include <ObjModel\bldauto.h>
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/////////////////////////////////////////////////////////////////////////////
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// customaw.h -- Header file to be included by all custom AppWizards.
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/////////////////////////////////////////////////////////////////////////////
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// Defines for exporting from AppWizard & importing into extensions
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// TODO: Delete this
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#pragma warning(disable: 4275)
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#pragma warning(disable: 4251)
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#ifndef _APWZEXT
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#ifdef _DEBUG
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#pragma comment(lib, "mfcapwzd.lib")
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#else
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#pragma comment(lib, "mfcapwz.lib")
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#endif
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Class CAppWizStepDlg-- all custom AppWizard steps must derive from
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// this class
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class CAppWizStepDlg : public CDialog
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{
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public:
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CAppWizStepDlg(UINT nIDTemplate);
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~CAppWizStepDlg();
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virtual BOOL OnDismiss();
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// You will probably not want to override or call this function. It is
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// overridden (for CAppWizStepDlg) in MFCAPWZ.DLL to handle tabbing from
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// the dialog controls in CAppWizStepDlg to the outer AppWizard dialog's
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// controls.
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virtual BOOL PreTranslateMessage(MSG* pMsg);
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// You will probably not want to override or call this function. It is
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// overridden (for CAppWizStepDlg) in MFCAPWZ.DLL to dynamically change
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// the dialog template's font to match the rest of the IDE.
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virtual BOOL Create(UINT nIDTemplate, CWnd* pParentWnd = NULL);
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UINT m_nIDTemplate;
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};
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/////////////////////////////////////////////////////////////////////////////
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// class OutputStream-- this abstract class is used to funnel output while
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// parsing templates.
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class OutputStream
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{
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public:
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virtual void WriteLine(LPCTSTR lpsz) = 0;
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virtual void WriteBlock(LPCTSTR pBlock, DWORD dwSize) = 0;
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};
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/////////////////////////////////////////////////////////////////////////////
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// Class CCustomAppWiz-- all custom AppWizards must have a class derived from
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// this. MFCAPWZ.DLL talks to the custom AppWizard by calling these virtual
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// functions.
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class CCustomAppWiz : public CObject
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{
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public:
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CMapStringToString m_Dictionary;
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virtual void GetPlatforms(CStringList& rPlatforms) {}
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virtual CAppWizStepDlg* Next(CAppWizStepDlg* pDlg) { return NULL; }
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virtual CAppWizStepDlg* Back(CAppWizStepDlg* pDlg) { return NULL; }
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virtual void InitCustomAppWiz() { m_Dictionary.RemoveAll(); }
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virtual void ExitCustomAppWiz() {}
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virtual LPCTSTR LoadTemplate(LPCTSTR lpszTemplateName,
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DWORD& rdwSize, HINSTANCE hInstance = NULL);
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virtual void CopyTemplate(LPCTSTR lpszInput, DWORD dwSize, OutputStream* pOutput);
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virtual void ProcessTemplate(LPCTSTR lpszInput, DWORD dwSize, OutputStream* pOutput);
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virtual void PostProcessTemplate(LPCTSTR szTemplate) {}
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virtual void CustomizeProject(IBuildProject* pProject) {}
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};
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/////////////////////////////////////////////////////////////////////////////
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// C API's exported by AppWizard. The custom AppWizard talks to MFCAPWZ.DLL
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// by calling these functions.
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// Values to be passed to GetDialog()
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enum AppWizDlgID
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{
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APWZDLG_APPTYPE = 1,
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APWZDLG_DATABASE,
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APWZDLG_OLE,
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APWZDLG_DOCAPPOPTIONS,
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APWZDLG_PROJOPTIONS,
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APWZDLG_CLASSES,
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APWZDLG_DLGAPPOPTIONS,
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APWZDLG_DLLPROJOPTIONS,
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};
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void SetCustomAppWizClass(CCustomAppWiz* pAW);
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CAppWizStepDlg* GetDialog(AppWizDlgID nID);
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void SetNumberOfSteps(int nSteps);
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BOOL ScanForAvailableLanguages(CStringList& rLanguages);
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void SetSupportedLanguages(LPCTSTR szSupportedLangs);
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HRESULT FindInterface(REFIID riid, LPVOID FAR* ppvObj);
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#endif //__CUSTOMAW_H__
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