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.
36 lines
957 B
C++
36 lines
957 B
C++
// GUICamera.h: interface for the GUICamera class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_GUICAMERA_H__345C1C57_9478_4E71_A1AA_FF78C021CE6D__INCLUDED_)
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#define AFX_GUICAMERA_H__345C1C57_9478_4E71_A1AA_FF78C021CE6D__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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#include "EdGameObject.h"
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class GUICamera : public EdGameObject
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{
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private:
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protected:
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void Copy(GUICamera &obj);
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void BuildDisplayInfoFromData();
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public:
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EdGUIObject *Clone();
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GUICamera();
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GUICamera(CString name,Point3D &pnt);
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virtual ~GUICamera();
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void UpdateVisibility(DWORD visflag) { SetHide(visflag&SHOW_CAMERASHIPS?false:true);}
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int GetUnSelIcon() {return ICON_CAMERASHIP; }
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int GetSelIcon() {return ICON_CAMERASHIP; }
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CString GetTypeName() {return ("CameraShip");}
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};
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#endif // !defined(AFX_GUICAMERA_H__345C1C57_9478_4E71_A1AA_FF78C021CE6D__INCLUDED_)
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