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.
203 lines
4.5 KiB
C++
203 lines
4.5 KiB
C++
#pragma once
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#include "Adept.hpp"
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#include "VideoComponentWeb.hpp"
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using ElementRenderer::Element;
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namespace ElementRenderer
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{
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class GroupElement;
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};
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namespace Adept {
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//#########################################################################
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//######################## VideoComponent #############################
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//#########################################################################
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//
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// When instantiating this class, the following methods must be explicitly
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// defined:
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//
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// void InitializeClass()
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// void SetOrigin(...)
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// Derivation* CreateFactoryRequest(..,)
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//
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// The methods having templates in this header file should work fine, but
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// explicitly define whatever you need.
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//
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class VideoComponent:
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public Component
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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 Component BaseClass;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Constructor/Destructor
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//
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protected:
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VideoComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web,
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Element* child
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);
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void
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SkipStreamData(MemoryStream *stream);
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static unsigned
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GetStreamSize(MemoryStream *stream);
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public:
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~VideoComponent();
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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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Execute();
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Element*
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GetElement()
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{Check_Object(this); return componentElement;}
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VideoComponentWeb*
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GetComponentWeb()
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{
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Check_Object(this);
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VideoComponentWeb* renderer =
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Cast_Object(
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VideoComponentWeb*,
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Component::GetComponentWeb()
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);
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Verify(renderer->GetClassID() == VideoComponentWebClassID);
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return renderer;
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}
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protected:
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Element*
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componentElement;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Accessors
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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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//######################## GroupComponent #############################
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//#########################################################################
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//
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// WARNING: class GroupElement must be a descendant of class Element!
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//
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// When instantiating this class, the following methods must be explicitly
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// defined:
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//
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// void InitializeClass();
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// GroupElement* AllocateGroup();
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// DeallocateGroup(GroupElement*);
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// void AttachVideoComponent(VideoComponent*);
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// Derivation* CreateFactoryRequest(...)
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//
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// The methods having templates in this header file should work fine, but
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// explicitly define whatever you need.
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//
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class GroupComponent:
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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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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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GroupComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web,
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ElementRenderer::GroupElement* holder = NULL
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);
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void
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SkipStreamData(MemoryStream *stream);
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static ElementRenderer::GroupElement*
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AllocateGroup(MemoryStream *stream);
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public:
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static GroupComponent*
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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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// Virtual data
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//
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public:
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static ClassData
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*DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Component support
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//
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public:
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ElementRenderer::GroupElement*
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GetGroupElement()
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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::GroupElement*,
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componentElement
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);
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}
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void
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AttachChild(VideoComponent* child);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Accessors
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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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