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.
55 lines
1.5 KiB
C++
55 lines
1.5 KiB
C++
#if !defined(AFX_AMBIENTLIGHTPROPERTIES_H__D2F3D4A2_8325_11D3_8B36_00902712C9AE__INCLUDED_)
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#define AFX_AMBIENTLIGHTPROPERTIES_H__D2F3D4A2_8325_11D3_8B36_00902712C9AE__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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// AmbientLightProperties.h : header file
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//
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#include <MLR\MLRHeaders.hpp>
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/////////////////////////////////////////////////////////////////////////////
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// CAmbientLightProperties dialog
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class CAmbientLightProperties : public CDialog
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{
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// Construction
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public:
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MLRAmbientLight Light;
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MLRAmbientLight &GetData();
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void SetData(MLRAmbientLight *light);
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CAmbientLightProperties(CWnd* pParent = NULL); // standard constructor
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// Dialog Data
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//{{AFX_DATA(CAmbientLightProperties)
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enum { IDD = IDD_AMBIENTLIGHTPROPS };
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float m_Alpha;
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float m_Blue;
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float m_Green;
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float m_Intensity;
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float m_Red;
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//}}AFX_DATA
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAmbientLightProperties)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(CAmbientLightProperties)
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// NOTE: the ClassWizard will add member functions here
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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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_AMBIENTLIGHTPROPERTIES_H__D2F3D4A2_8325_11D3_8B36_00902712C9AE__INCLUDED_)
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