Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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GameTools/EffectEditor/EffectEditor.cpp
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160
GameTools/EffectEditor/EffectEditor.cpp
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// EffectEditor.cpp : Defines the class behaviors for the application.
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//
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#include "stdafx.h"
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#include "EffectEditor.h"
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#include "MainFrm.h"
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#include "EffectEditorDoc.h"
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#include "EffectEditorView.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorApp
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BEGIN_MESSAGE_MAP(CEffectEditorApp, CWinApp)
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//{{AFX_MSG_MAP(CEffectEditorApp)
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ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
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// NOTE - the ClassWizard will add and remove mapping macros here.
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// DO NOT EDIT what you see in these blocks of generated code!
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//}}AFX_MSG_MAP
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// Standard file based document commands
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ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
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ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorApp construction
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CEffectEditorApp::CEffectEditorApp()
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{
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// TODO: add construction code here,
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// Place all significant initialization in InitInstance
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}
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/////////////////////////////////////////////////////////////////////////////
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// The one and only CEffectEditorApp object
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CEffectEditorApp theApp;
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorApp initialization
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BOOL CEffectEditorApp::InitInstance()
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{
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// Standard initialization
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// If you are not using these features and wish to reduce the size
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// of your final executable, you should remove from the following
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// the specific initialization routines you do not need.
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#ifdef _AFXDLL
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Enable3dControls(); // Call this when using MFC in a shared DLL
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#else
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Enable3dControlsStatic(); // Call this when linking to MFC statically
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#endif
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// Change the registry key under which our settings are stored.
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// TODO: You should modify this string to be something appropriate
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// such as the name of your company or organization.
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SetRegistryKey(_T("Local AppWizard-Generated Applications"));
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LoadStdProfileSettings(); // Load standard INI file options (including MRU)
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// Register the application's document templates. Document templates
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// serve as the connection between documents, frame windows and views.
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CSingleDocTemplate* pDocTemplate;
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pDocTemplate = new CSingleDocTemplate(
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IDR_MAINFRAME,
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RUNTIME_CLASS(CEffectEditorDoc),
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RUNTIME_CLASS(CMainFrame), // main SDI frame window
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RUNTIME_CLASS(CEffectEditorView));
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AddDocTemplate(pDocTemplate);
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// Parse command line for standard shell commands, DDE, file open
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CCommandLineInfo cmdInfo;
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ParseCommandLine(cmdInfo);
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// Dispatch commands specified on the command line
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if (!ProcessShellCommand(cmdInfo))
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return FALSE;
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// The one and only window has been initialized, so show and update it.
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m_pMainWnd->ShowWindow(SW_SHOWMAXIMIZED);
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m_pMainWnd->UpdateWindow();
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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// CAboutDlg dialog used for App About
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class CAboutDlg : public CDialog
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{
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public:
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CAboutDlg();
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// Dialog Data
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//{{AFX_DATA(CAboutDlg)
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enum { IDD = IDD_ABOUTBOX };
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//}}AFX_DATA
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CAboutDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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//{{AFX_MSG(CAboutDlg)
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// No message handlers
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD)
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{
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//{{AFX_DATA_INIT(CAboutDlg)
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//}}AFX_DATA_INIT
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}
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void CAboutDlg::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CAboutDlg)
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
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//{{AFX_MSG_MAP(CAboutDlg)
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// No message handlers
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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// App command to run the dialog
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void CEffectEditorApp::OnAppAbout()
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{
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CAboutDlg aboutDlg;
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aboutDlg.DoModal();
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}
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/////////////////////////////////////////////////////////////////////////////
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// CEffectEditorApp message handlers
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BOOL CEffectEditorApp::OnIdle(LONG lCount)
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{
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// TODO: Add your specialized code here and/or call the base class
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CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
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((CEffectEditorView*)mf->GetActiveView())->Render();
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CWinApp::OnIdle(lCount);
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return TRUE;
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}
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