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.
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#if !defined(AFX_VIEWWND3D_H__7C24D343_5DCE_11D2_8408_00A0C933BCAC__INCLUDED_)
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#define AFX_VIEWWND3D_H__7C24D343_5DCE_11D2_8408_00A0C933BCAC__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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// ViewWnd3D.h : header file
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//
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/////////////////////////////////////////////////////////////////////////////
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// ViewWnd3D frame
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class ViewWnd3D : public CFrameWnd
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{
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DECLARE_DYNCREATE(ViewWnd3D)
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protected:
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// Attributes
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public:
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ViewWnd3D(); // protected constructor used by dynamic creation
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bool GOSInit,GOSActive;
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virtual ~ViewWnd3D();
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// Operations
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public:
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void PreGosCleanUp();
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void UpdateMenu();
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void Fix3DView();
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BOOL PreTranslateMessage( MSG* pMsg );
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(ViewWnd3D)
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protected:
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virtual LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
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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(ViewWnd3D)
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afx_msg void OnClose();
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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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_VIEWWND3D_H__7C24D343_5DCE_11D2_8408_00A0C933BCAC__INCLUDED_)
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