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.
318 lines
7.2 KiB
C++
318 lines
7.2 KiB
C++
#include "AdeptHeaders.hpp"
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#include "VideoHeaders.hpp"
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#include <ElementRenderer\StateChange.hpp>
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using namespace ElementRenderer;
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//
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// Class Data Support
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//
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Component::ClassData*
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VideoComponent::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponent::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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VideoComponentClassID,
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"Adept::VideoComponent",
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BaseClass::DefaultData,
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0, NULL
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponent::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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VideoComponent::VideoComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web,
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Element* child
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):
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Component(
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class_data,
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stream,
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owning_web
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)
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{
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Check_Pointer(this);
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Check_Pointer(child);
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componentElement = child;
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//
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//-------------------------------------------------
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// Hook up to our translation input if there is one
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//-------------------------------------------------
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//
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LinearMatrix4D matrix;
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*stream >> matrix;
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child->SetLocalToParent(matrix);
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//
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//-----------------------
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// Read any state changes
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//-----------------------
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//
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unsigned delta;
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*stream >> delta;
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if (delta)
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{
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unsigned state;
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*stream >> state;
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componentElement->SetElementState(
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(componentElement->GetElementState()&~delta) | (delta&state)
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);
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if (delta & Element::OBBFlag)
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*stream >> componentElement->m_localOBB;
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}
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//
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//-------------------------------------------------------------------
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// Read a state change from stream, but if it has no changes, kill it
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//-------------------------------------------------------------------
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//
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StateChange *states =
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new StateChange(stream, ElementRenderer::ReadERFVersion(stream));
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Register_Object(states);
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if (states->IsRealStateChange())
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child->AdoptStateChange(states);
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else
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{
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Unregister_Object(states);
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delete states;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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VideoComponent::~VideoComponent()
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{
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Check_Object(this);
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Unregister_Object(componentElement);
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delete componentElement;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponent::SkipStreamData(MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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//
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//-------------------------------------------
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// Skip the matrix
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//-------------------------------------------
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//
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BaseClass::SkipStreamData(stream);
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LinearMatrix4D matrix;
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*stream >> matrix;
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//
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//-----------------------
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// Skip the state changes
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//-----------------------
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//
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unsigned delta;
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*stream >> delta;
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if (delta)
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{
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unsigned state;
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*stream >> state;
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if (delta & Element::OBBFlag)
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*stream >> componentElement->m_localOBB;
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}
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STOP(("Not implemented"));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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unsigned
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VideoComponent::GetStreamSize(MemoryStream *stream)
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{
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STOP(("Not implemented..."));
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return
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BaseClass::GetStreamSize(stream)
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+ sizeof(LinearMatrix4D)
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+ 2*sizeof(unsigned)
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+ sizeof(OBB);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponent::Execute()
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{
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Check_Object(this);
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Check_Object(componentElement);
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componentElement->Sync();
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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VideoComponent::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//
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// Class Data Support
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//
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Component::ClassData*
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GroupComponent::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GroupComponent::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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GroupComponentClassID,
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"Adept::GroupComponent",
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BaseClass::DefaultData,
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0, NULL
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GroupComponent::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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GroupComponent::GroupComponent(
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ClassData *class_data,
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MemoryStream *stream,
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VideoComponentWeb *owning_web,
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GroupElement* holder
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):
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VideoComponent(
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class_data,
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stream,
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owning_web,
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(holder) ? holder : AllocateGroup(stream)
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)
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{
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//
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//---------------------------------------------------------------------
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// Read in child ID's until we find a NULL. For each child, hook it up
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// to this parent
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//---------------------------------------------------------------------
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//
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ComponentID component_id;
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component_id.scriptResourceID = owning_web->GetScriptResourceID();
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*stream >> component_id.componentNumber;
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while (component_id.componentNumber != -1)
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{
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Component *component = owning_web->FindComponent(component_id);
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Check_Object(component);
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VideoComponent *child =
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Cast_Object(VideoComponent*, component);
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AttachChild(child);
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*stream >> component_id.componentNumber;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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GroupElement*
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GroupComponent::AllocateGroup(MemoryStream *stream)
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{
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Check_Object(stream);
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//
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//---------------------------------------------------------------------
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// Deal with the billboard type. We have to skip ahead to see what the
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// data will be, so remember where we are
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//---------------------------------------------------------------------
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//
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GroupElement *node = new GroupElement;
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Register_Object(node);
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return node;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GroupComponent::SkipStreamData(MemoryStream *stream)
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{
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Check_Object(this);
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Check_Object(stream);
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//
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//----------------------------------------
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// Read in child ID's until we find a NULL
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//----------------------------------------
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//
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BaseClass::SkipStreamData(stream);
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ComponentID component_id;
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*stream >> component_id.componentNumber;
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while (component_id.componentNumber != -1)
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*stream >> component_id.componentNumber;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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GroupComponent*
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GroupComponent::Make(
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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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GroupComponent *lod =
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new GroupComponent(DefaultData, stream, owning_web);
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return lod;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GroupComponent::AttachChild(VideoComponent* child)
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{
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Check_Object(this);
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Check_Object(child);
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Element *element = GetElement();
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Check_Object(element);
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Element *part = child->GetElement();
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Check_Object(part);
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element->AttachChild(part);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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GroupComponent::TestInstance()
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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