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.
80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
#if !defined(AFX_RENDEREDVIEWWND_H__7944DBC2_5A13_11D2_8408_00A0C933BCAC__INCLUDED_)
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#define AFX_RENDEREDVIEWWND_H__7944DBC2_5A13_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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// RenderedViewWnd.h : header file
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//
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#include <ElementRenderer\ElementRenderer.hpp>
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#include <ElementRenderer\GroupElement.hpp>
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#include <ElementRenderer\ListElement.hpp>
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#include <ElementRenderer\StateChange.hpp>
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#include <ElementRenderer\CameraElement.hpp>
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#include <ElementRenderer\SwitchElement.hpp>
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#include <ElementRenderer\ShapeElement.hpp>
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#include <gosFX\gosFX.hpp>
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#include <MLR\MLR.hpp>
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#include <MLR\MLRHeaders.hpp>
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#include"CameraInfo.h"
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#include"TCTTerrainData.h"
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/////////////////////////////////////////////////////////////////////////////
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// CRenderedViewWnd frame
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class CRenderedViewWnd : public CMDIChildWnd
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{
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// DECLARE_DYNCREATE(CRenderedViewWnd)
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protected:
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// Attributes
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public:
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MLRState state,state2;
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MLRTexture *texture;
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ElementRenderer::CameraElement *Camera;
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ElementRenderer::StateChange *Camera_State;
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ElementRenderer::ListElement *Scene;
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TCTHeightField *ActiveHField;
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DrawScreenQuadsInformation OverLayMap;
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bool OverLayMapLoaded;
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TGAFilePool *pool;
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CRenderedViewWnd(); // protected constructor used by dynamic creation
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// Operations
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public:
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void PreGosCleanUp();
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void UpdateHField(TCTHeightField &tdat);
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void ReDraw(CameraInfo &CamInfo);
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void UpdateCamera(CameraInfo &CamInfo);
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void PostGOSInit();
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void Fix3DView();
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virtual ~CRenderedViewWnd();
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CRenderedViewWnd)
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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(CRenderedViewWnd)
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afx_msg void OnClose();
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afx_msg void OnPaint();
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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_RENDEREDVIEWWND_H__7944DBC2_5A13_11D2_8408_00A0C933BCAC__INCLUDED_)
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