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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108
GameTools/NeoRylClient/CommonInterface.h
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108
GameTools/NeoRylClient/CommonInterface.h
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// CommonInterface.h: interface for the CCommonInterface class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_COMMONINTERFACE_H__A2DB72A2_BB7E_451E_87A3_2BA37A643318__INCLUDED_)
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#define AFX_COMMONINTERFACE_H__A2DB72A2_BB7E_451E_87A3_2BA37A643318__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 <windows.h>
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#include <vector>
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#include "Sprite.h"
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#include "GUIButton.h"
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#include "GUITooltipButton.h"
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#include "GUIScroll.h"
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#define FADE_IN 0
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#define FADE_OUT 1
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#define FADE_NONE 0xFFFFFFFF
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#define FADE_START 0
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#define FADE_END 200
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using namespace std;
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class CCommonInterface
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{
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protected:
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long m_lScreenFade;
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long m_lItemFade;
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unsigned long m_dwFadeMode;
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public:
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void RenderCursor(LPDIRECT3DDEVICE8 lpD3DDevice, unsigned short wPosX, unsigned short wPosY, unsigned long dwKindCursor, unsigned char cAlpha = 0xFF);
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BOOL EncodeJPGFile(LPTSTR strFilename, LPDIRECT3DSURFACE8 lpSurface);
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void TakeScreenShot(LPDIRECT3DDEVICE8 lpD3DDevice, LPCTSTR strFilename);
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void RenderStackNumber(LPDIRECT3DDEVICE8 lpD3DDevice, short sPosX, short sPosY, long lValue);
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void RenderNumber(LPDIRECT3DDEVICE8 lpD3DDevice, short sPosX, short sPosY, unsigned char cAlpha, unsigned short wMode, long lValue, float fRate = 1.0f);
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void DestroyMain(void);
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char *GetClassName(unsigned short wClass);
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void RenderNum(LPDIRECT3DDEVICE8 lpD3DDevice, unsigned long dwNum, RECT *lpRect);
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void RenderRect(LPDIRECT3DDEVICE8 lpD3DDevice, unsigned short x1, unsigned short y1, unsigned short x2, unsigned short y2, unsigned long dwColor, unsigned char cAlpha);
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void Destroy(void);
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CCommonInterface();
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virtual ~CCommonInterface();
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/////////////// Ŀ<><C4BF>
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CTexture *m_lpCursor;
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/////////////// Ǯ ȭ<><C8AD> <20><>
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CSprite *m_lpFullScreenSprite[12];
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CTexture *m_lpFullScreenTexture[9];
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/////////////// <20>ΰ<EFBFBD> ȭ<><C8AD> <20><>
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unsigned long m_dwLogoTimer;
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/////////////// <20><><EFBFBD><EFBFBD> <20>ΰ<EFBFBD> <20><>
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CSprite *m_lpMainSprite[6];
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CTexture *m_lpMainTexture[5];
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vector<char *> m_lstNotice;
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CGUIScroll *m_lpScroll;
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unsigned long m_dwStartNotice;
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CGUIButton *m_lpMainButton;
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/////////////// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ȭ<><C8AD> <20><>
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CSprite *m_lpNationSprite[15];
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CTexture *m_lpNationTexture[13];
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CGUITooltipButton *m_lpNationTooltip[3];
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CGUIButton *m_lpNationButton[2];
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unsigned long m_dwNationOverMouse, m_dwNationSelect;
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CTexture *m_lpNumber;
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CTexture *m_lpStackNumber;
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void CreateFullScreen(void);
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void DestroyFullScreen(void);
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void FadeIn(void)
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{
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m_dwFadeMode = FADE_IN;
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m_lScreenFade = FADE_START;
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m_lItemFade = FADE_START;
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}
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void FadeOut(void)
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{
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m_dwFadeMode = FADE_OUT;
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m_lScreenFade = FADE_END;
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m_lItemFade = FADE_END;
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}
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BOOL InitLogo(void);
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BOOL InitMain(void);
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BOOL InitNationSelect(void);
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BOOL InitHelp(void);
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BOOL InitLoading(void);
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void UpdateLogo(void);
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void RenderLogo(LPDIRECT3DDEVICE8 lpD3DDevice);
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void UpdateMain(void);
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void RenderMain(LPDIRECT3DDEVICE8 lpD3DDevice);
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void UpdateNationSelect(void);
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void RenderNationSelect(LPDIRECT3DDEVICE8 lpD3DDevice);
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void RenderHelp(LPDIRECT3DDEVICE8 lpD3DDevice);
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void RenderLoading(LPDIRECT3DDEVICE8 lpD3DDevice);
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};
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#endif // !defined(AFX_COMMONINTERFACE_H__A2DB72A2_BB7E_451E_87A3_2BA37A643318__INCLUDED_)
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