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.
61 lines
1.3 KiB
C++
61 lines
1.3 KiB
C++
// Refresher.cpp: implementation of the Refresher class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "MW4GameEd2.h"
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#include "Refresher.h"
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#include "OverviewWindow.h"
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#include "OverviewProperties.h"
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#include "ObjManFrame.h"
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#include "GameView.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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Refresher *Refresher::Instance;
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Refresher::~Refresher()
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{
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}
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void Refresher::WorldRefresh(CWnd *ignore,bool expandlist)
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{
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if(ignore!=objmanWnd) objmanWnd->Refresh(expandlist);
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if(ignore!=overWnd->m_COverviewProperties)
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overWnd->m_COverviewProperties->Refresh();
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DrawRefresh(ignore);
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}
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void Refresher::DrawRefresh(CWnd *ignore)
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{
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if(ignore!=overWnd) OverviewRefresh();
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if(ignore!=gameWnd) View3DRefresh();
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if(ignore!=objmanWnd) ObjManSelRefresh();
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}
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void Refresher::View3DRefresh()
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{
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gameWnd->InvalidateRect(NULL,FALSE);
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gameWnd->UpdateWindow();
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}
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void Refresher::OverviewRefresh()
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{
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overWnd->InvalidateRect(NULL,FALSE);
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overWnd->UpdateWindow();
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}
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void Refresher::ObjManSelRefresh()
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{
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objmanWnd->UpdateSelState();
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}
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void Refresher::ObjManListRefresh()
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{
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objmanWnd->RefreshList();
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}
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