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.
122 lines
3.7 KiB
C++
122 lines
3.7 KiB
C++
// MainFrm.h : interface of the CMainFrame class
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//
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_MAINFRM_H__A056DEBB_1479_461B_8636_EAD527AE136C__INCLUDED_)
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#define AFX_MAINFRM_H__A056DEBB_1479_461B_8636_EAD527AE136C__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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class COverFrame;
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class ObjectManager;
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class CObjManFrame;
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class CResourceDlg;
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class CGameFrame;
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class CMainFrame : public CMDIFrameWnd
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{
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// DECLARE_DYNAMIC(CMainFrame)
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public:
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CMainFrame();
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// Attributes
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public:
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// Operations
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public:
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void InitSecondaryWindows();
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void InitPostGame();
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BOOL OnIdle();
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CMainFrame)
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public:
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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protected:
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virtual LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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void LoadRegistryInfo();
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void SaveRegistryInfo();
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void ClearRegistryInfo();
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bool CloseMission();
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bool SaveIfModifedPrompt();
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void SaveMissionTextFiles();
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bool LoadMission(CString str,bool night);
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bool MakeReport(CString str,CString dpath=".");
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void RefreshAllWindows(CWnd *ignore=NULL);
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virtual ~CMainFrame();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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COverFrame *overWin;
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ObjectManager *ObjMan;
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CObjManFrame *ObjManDlg;
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CResourceDlg *ResDlg;
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CGameFrame *GameWnd;
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protected: // control bar embedded members
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CStatusBar m_wndStatusBar;
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CToolBar m_wndToolBar;
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bool RegNoSave;
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bool ChildModal;
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private:
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// Generated message map functions
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protected:
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//{{AFX_MSG(CMainFrame)
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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afx_msg void OnViewShowgrid();
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afx_msg void OnFileOpen();
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afx_msg void OnFileSave();
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afx_msg void OnClose();
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afx_msg void OnWindowsGamewindow();
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afx_msg void OnWindowsInstancewindow();
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afx_msg void OnWindowsOverviewwindow();
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afx_msg void OnWindowsResourcewindow();
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afx_msg void OnWindowsCameraSettings();
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afx_msg void OnUpdateWindowsGamewindow(CCmdUI* pCmdUI);
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afx_msg void OnUpdateWindowsOverviewwindow(CCmdUI* pCmdUI);
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afx_msg void OnUpdateWindowsResourcewindow(CCmdUI* pCmdUI);
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afx_msg void OnToolsCheckscripts();
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afx_msg void OnFileNew();
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afx_msg void OnUpdateWindowsCamerasettings(CCmdUI* pCmdUI);
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afx_msg void OnWindowsShowhide();
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afx_msg void OnUpdateWindowsShowhide(CCmdUI* pCmdUI);
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afx_msg void OnWindowsTags();
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afx_msg void OnUpdateWindowsTags(CCmdUI* pCmdUI);
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afx_msg void OnWindowsResetwindows();
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afx_msg void OnUpdateWindowsMissionproperties(CCmdUI* pCmdUI);
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afx_msg void OnUpdateOptionsAnimatedCamera(CCmdUI* pCmdUI);
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afx_msg void OnOptionsAnimatedCamera();
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afx_msg void OnUpdateWindowsInstancewindow(CCmdUI* pCmdUI);
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afx_msg void OnFileSaveas();
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afx_msg void OnFileMapmanager();
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afx_msg void OnWindowsOverviewproperties();
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afx_msg void OnUpdateWindowsOverviewproperties(CCmdUI* pCmdUI);
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afx_msg void OnFileAudiofile();
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afx_msg void OnOptionsMissionreport();
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afx_msg void OnOptionsBatchreports();
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afx_msg void OnUpdateFileSave(CCmdUI* pCmdUI);
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afx_msg void OnUpdateFileSaveas(CCmdUI* pCmdUI);
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afx_msg void OnUpdateOptionsMissionreport(CCmdUI* pCmdUI);
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afx_msg void OnOptionsCameraSettings();
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afx_msg void OnOptionsMissionprops();
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afx_msg void OnOptionsObjectives();
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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_MAINFRM_H__A056DEBB_1479_461B_8636_EAD527AE136C__INCLUDED_)
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