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.
37 lines
956 B
C++
37 lines
956 B
C++
// GUINode.h: interface for the GUINode class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_GUINODE_H__16A8E341_4ADB_4AFF_B9A7_BF8EC8C723AB__INCLUDED_)
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#define AFX_GUINODE_H__16A8E341_4ADB_4AFF_B9A7_BF8EC8C723AB__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"EdGUIObject.h"
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class CObjPanelDlg;
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class UndoCommand;
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class GUINode:public EdGUIObject
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{
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private:
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protected:
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public:
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EdGUIObject *Clone();
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void AddPanel(CObjPanelDlg *pnl,UndoCommand **cmd);
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GUINode(CString name="Node",Point3D pnt=Point3D(0.0f,0.0f,0.0f));
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void Draw(DrawInfo &dinf);
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virtual ~GUINode();
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CString GetTypeName() {return ("Node");}
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int GetUnSelIcon() {return ICON_NODE; }
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int GetSelIcon() {return ICON_NODE; }
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};
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Scalar DistToPoint(Point3D &a,Point3D &b,Point3D &c);
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#endif // !defined(AFX_GUINODE_H__16A8E341_4ADB_4AFF_B9A7_BF8EC8C723AB__INCLUDED_)
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