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.
36 lines
991 B
C++
36 lines
991 B
C++
// Refresher.h: interface for the Refresher class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_REFRESHER_H__356C3003_41F5_483E_BF61_6500E0D09F7E__INCLUDED_)
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#define AFX_REFRESHER_H__356C3003_41F5_483E_BF61_6500E0D09F7E__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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class OverviewWindow;
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class CObjManFrame;
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class CGameView;
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class Refresher
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{
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protected:
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OverviewWindow *overWnd;
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CObjManFrame *objmanWnd;
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CGameView *gameWnd;
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public:
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static Refresher *Instance;
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Refresher(OverviewWindow *w1,CObjManFrame *w2,CGameView *w3) {overWnd=w1; objmanWnd=w2; gameWnd=w3;}
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virtual ~Refresher();
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void ObjManSelRefresh();
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void ObjManListRefresh();
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void WorldRefresh(CWnd *ignore=NULL,bool expandlist=false);
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void DrawRefresh(CWnd *ignore=NULL);
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void OverviewRefresh();
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void View3DRefresh();
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};
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#endif // !defined(AFX_REFRESHER_H__356C3003_41F5_483E_BF61_6500E0D09F7E__INCLUDED_)
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