Files
firestorm/Gameleap/code/mw4/Libraries/3dsmax4/Include/IFaceDataMgr.h
T
dicion af416960fa Translate Korean comments/strings to English; fix UTF-8 encoding across source tree
Korean translation (84 source files, 876 lines):
- Translated all EUC-KR/CP949 Korean developer comments to English across
  84 source files in Gameleap/code/. Zero Korean bytes remain outside the
  intentional font-table headers (D3FFontEdit2/fontedit all.h etc.).
- Comment markers: //상훈 앞/뒤 -> //sanghoon begin/end (Sang-hun's code
  region markers); //상훈짱 begin/end, //상훈.. variants; // 鉉 -> // hyun
  (second developer's markers); // 鉉 - start/end patterns.
- Functional string translations in recscore.cpp (mw4 + mw4print copies):
  body-part return values (왼발/오른발/etc. -> Left Leg/Right Leg/etc.),
  kill-announcer format strings (~30 entries), and the nonmfc.h assert dialog.
- GosView profiler: 킪 -> us (microseconds) in timing display strings.
- Network/socket code (ctcl.cpp, mugsocs.h, ctime.cpp across Launcher/
  MW4Application/MW4GameEd2/AnimScript): state-machine comments, socket
  ID comments, login/session management comments.
- render.hpp CHSH_Device member comments; GUIRadarManager.cpp drawing
  routine comments; hudchat/hudcomp2/huddamage/hudmap/hudweapon/hudtarg
  HUD component comments.
- DXRasterizer.cpp: cleaned residual U+FFFD replacement characters left
  from a prior partial encoding conversion.

UTF-8 encoding cleanup (76+ files):
- Latin-1 single bytes converted to proper UTF-8 multi-byte sequences:
  © (0xA9) in 3dsmax4/Maxscrpt Autodesk/Wainwright copyright headers,
  ® (0xAE) in gosHelp/Remote.cpp, · (0xB7) bullet points in ai command.hpp,
  Û (0xDB) in SafeChain_Test.cpp tool header,
  ß (0xDF) in AnimationSuite version strings (8 files).
- Font lookup tables (D3FFontEdit2/, fontedit/ *.h) intentionally left
  as-is: raw byte values are C array data, not text.

Language DLL:
- Replaced Gameleap/mw4/Language.dll (original Korean binary) and
  MW4/Language.dll with freshly built English version from
  Language - Win32 English config (Language.dsp). Fixes Korean button
  labels in the GameOS exception/crash dialog (??? ??... / ?? / ???
  were showing instead of More Details.../Continue/Exit).
2026-07-18 13:10:31 -05:00

83 lines
3.0 KiB
C++

/**********************************************************************
FILE: IFaceDataMgr.h
DESCRIPTION: Face-Data management API
CREATED BY: Attila Szabo, Discreet
HISTORY: [attilas|30.8.2000]
*> Copyright (c) 1998-2000, All Rights Reserved.
**********************************************************************/
#ifndef __IFACEDATAMGR__H
#define __IFACEDATAMGR__H
#include "idatachannel.h"
#include "baseinterface.h"
// GUID that identifies this ifc (interface)
#define FACEDATAMGR_INTERFACE Interface_ID(0x1b454148, 0x6a066927)
//----------------------------------------------------------------------
// Interface for managing face-data channels.
// Objects that want to have face-data channels should implement this ifc
//
// If this interface needs to b changed, a new one should be derived from
// it and changed (IFaceDataMgr2) and made sure objects that support
// face-data implement both old and new interfaces
//________________________________________________________________________
class IFaceDataMgr : public BaseInterface
{
public:
//
// Modifiers and procedural objects should call these methods
// to add\remove\retrieve a face-data channel on an object (mesh,patch,poly)
//
// Returns the number of face-data-channels
virtual ULONG NumFaceDataChans( ) const = 0;
// Retrieves a face-data-channel
virtual IFaceDataChannel* GetFaceDataChan( const Class_ID& ID ) const = 0;
// Adds a face-data-channel to the object. Returns TRUE on success
virtual BOOL AddFaceDataChan( IFaceDataChannel* pChan ) = 0;
// Removes a face-data-channel from the object. Returns TRUE on success
virtual BOOL RemoveFaceDataChan( const Class_ID& ID ) = 0;
//
// The "system" (Max) should call these methods to manage the
// face-data channels when the object flows up the stack
//
// Appends a face-data-channel to the object. Returns TRUE on success
virtual BOOL AppendFaceDataChan( const IFaceDataChannel* pChan ) = 0;
// Adds or appends face-data channels from the from object, to this object
// If the channel already exists on this object, it's appended otherwise
// gets added
virtual BOOL CopyFaceDataChans( const IFaceDataMgr* pFrom ) = 0;
// Deletes all face-data-channels from this object
virtual void RemoveAllFaceDataChans() = 0;
// Mechanism for executing an operation for all face-data-channels on this object:
// For all face-data-channels calls IFaceDataEnumCallBack::proc() with
// a pointer to that face-data- channel and a context data
// Returns FALSE if the call back returns FALSE for any of the face-data-channels
virtual BOOL EnumFaceDataChans( IFaceDataChannelsEnumCallBack& cb, void* pContext ) const = 0;
// Allow persistance of info kept in object implementing this interface
virtual IOResult Save(ISave* isave) = 0;
virtual IOResult Load(ILoad* iload) = 0;
// --- from GenericInterface
virtual Interface_ID GetID() { return FACEDATAMGR_INTERFACE; }
};
#endif