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/EffectEditorView.h
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163
GameTools/EffectEditor/EffectEditorView.h
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// EffectEditorView.h : interface of the CEffectEditorView class
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//
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_EFFECTEDITORVIEW_H__189D2A6E_DA39_453F_81A5_2D2C3523F799__INCLUDED_)
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#define AFX_EFFECTEDITORVIEW_H__189D2A6E_DA39_453F_81A5_2D2C3523F799__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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#include <d3d8.h>
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#include <d3dx8.h>
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#include "X3DEditEffect.h" // Added by ClassView
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#include "Z3DGeneralChrModel.h"
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struct LVERTEX
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{
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D3DXVECTOR3 position; // The position
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D3DCOLOR color; // The color
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float tu, tv; // The texture coordinates
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};
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//#define D3DFVF_LVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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#define KeyPressed( key ) HIBYTE( GetAsyncKeyState( key ) )
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class CEffectEditorView : public CView
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{
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protected: // create from serialization only
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CEffectEditorView();
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DECLARE_DYNCREATE(CEffectEditorView)
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// Attributes
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public:
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CEffectEditorDoc* GetDocument();
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LPDIRECT3DDEVICE8 m_lpD3DDevice;
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unsigned long m_dwPickEffect;
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unsigned long m_dwPreFrame;
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// Operations
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public:
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unsigned char m_cBackBlue;
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unsigned char m_cBackGreen;
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unsigned char m_cBackRed;
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CX3DEditEffect *m_lpEffect;
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float m_fPlayFrame;
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unsigned long m_dwOldTick, m_dwTick;
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CZ3DGeneralChrModel* m_pChr;
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CEffectEditorView)
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public:
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virtual void OnDraw(CDC* pDC); // overridden to draw this view
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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virtual void OnInitialUpdate();
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protected:
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virtual void OnActivateView(BOOL bActivate, CView* pActivateView, CView* pDeactiveView);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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char m_strWeaponSeet[MAX_PATH];
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char m_strMotion[MAX_PATH];
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float m_fRange;
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float m_fYaw;
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void MoveCamera(void);
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void DrawGrid(void);
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HRESULT InitGrid(void);
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void SetupMatrices(void);
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void Render(void);
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virtual ~CEffectEditorView();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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protected:
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// Generated message map functions
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protected:
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BOOL m_bCharVisible;
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BOOL m_bActivite;
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CPoint m_pointMouseMove;
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BOOL m_bLButtonDown;
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BOOL m_bRButtonDown;
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LPDIRECT3D8 m_lpD3D;
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LVertex m_lpGrid[6];
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float m_fCameraX, m_fCameraY, m_fCameraZ;
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float m_fCameraRotX, m_fCameraRotY, m_fCameraRotZ;
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//{{AFX_MSG(CEffectEditorView)
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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afx_msg void OnDestroy();
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afx_msg void OnFileOpen();
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afx_msg void OnFileSave();
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afx_msg void OnEditRedo();
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afx_msg void OnEditUndo();
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afx_msg void OnFileNew();
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afx_msg void OnCharVisible();
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afx_msg void OnCharInvisible();
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afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnCharWait();
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afx_msg void OnCharWalk();
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afx_msg void OnCharAttack();
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afx_msg void OnCharAttackAdvance();
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afx_msg void OnCharAttackLeft();
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afx_msg void OnCharAttackRetreat();
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afx_msg void OnCharAttackRight();
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afx_msg void OnCharAttacked();
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afx_msg void OnCharBack();
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afx_msg void OnCharBash();
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afx_msg void OnCharCasting();
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afx_msg void OnCharCripWeapon();
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afx_msg void OnCharEnd();
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afx_msg void OnCharFalldown();
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afx_msg void OnCharGetUp();
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afx_msg void OnCharLeft();
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afx_msg void OnCharPutInWeapon();
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afx_msg void OnCharRest();
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afx_msg void OnCharRestoreHand();
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afx_msg void OnCharRight();
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afx_msg void OnCharRun();
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afx_msg void OnCharSitDown();
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afx_msg void OnCharStun();
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afx_msg void OnCharTakeOutWeapon();
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afx_msg void OnCharNormal();
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afx_msg void OnCharBattle();
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afx_msg void OnCharBlunt();
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afx_msg void OnCharBow();
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afx_msg void OnCharCrossbow();
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afx_msg void OnCharDagger();
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afx_msg void OnCharNoweaponb();
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afx_msg void OnCharOnehand();
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afx_msg void OnCharTwohand();
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afx_msg void OnCharMCastBegin();
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afx_msg void OnCharMCasting1();
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afx_msg void OnCharMCasting2();
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afx_msg void OnCharCastBegin();
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afx_msg void OnCharCasting2();
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afx_msg void OnCharBlow();
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afx_msg void OnCharRoundSwing();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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#ifndef _DEBUG // debug version in EffectEditorView.cpp
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inline CEffectEditorDoc* CEffectEditorView::GetDocument()
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{ return (CEffectEditorDoc*)m_pDocument; }
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#endif
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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_EFFECTEDITORVIEW_H__189D2A6E_DA39_453F_81A5_2D2C3523F799__INCLUDED_)
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