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.
115 lines
2.5 KiB
C++
115 lines
2.5 KiB
C++
#pragma once
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#include "Adept.hpp"
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#include "VideoRenderer.hpp"
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#include "VideoComponent.hpp"
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namespace ElementRenderer {class LightElement;}
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namespace Adept {
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class AttributeEntry;
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class Entity__ClassData;
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//#########################################################################
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//########################## LightComponent ##############################
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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 ReadGeometryFromResource(...)
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// LightComponent<C,G,B>* Make(...)
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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 LightComponent:
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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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static ClassData
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*DefaultData;
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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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LightComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web
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);
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static Element*
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AllocateLight();
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void
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SkipStreamData(MemoryStream *stream);
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public:
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static LightComponent*
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Create(
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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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// Component support
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//
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public:
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ElementRenderer::LightElement*
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GetElement()
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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::LightElement*,
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componentElement
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Component execution
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//
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public:
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void
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ChannelChanged(Channel *channel);
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void
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Execute();
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protected:
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Entity
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*owningEntity;
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AttributeEntry
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*intensityAttribute;
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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(
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FactoryRequestParameters *parameters,
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Entity__ClassData *class_data
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);
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};
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}
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