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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68
GameTools/NeoRylClient/GUIWindow.h
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68
GameTools/NeoRylClient/GUIWindow.h
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// GUIWindow.h: interface for the CGUIWindow class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_GUIWINDOW_H__FBEDCE5C_5D7D_438F_B55B_112096006F1A__INCLUDED_)
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#define AFX_GUIWINDOW_H__FBEDCE5C_5D7D_438F_B55B_112096006F1A__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 "GUITooltipManager.h"
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#include "GUIButtonManager.h"
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#include "GUIScroll.h"
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using namespace std;
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#define WINDOW_FIX 0
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#define WINDOW_FLOAT 1
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class CGUIWindow
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{
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protected:
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vector<CSprite *> m_lstSprite;
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vector<CGUIScroll *> m_lstScroll;
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CGUITooltipManager m_TooltipManager;
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CGUIButtonManager m_ButtonManager;
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public:
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unsigned long m_dwWindowKind;
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RECT m_rcMoveEdge;
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RECT m_rcWindowSize;
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unsigned char m_cAlpha;
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BOOL m_bShow;
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POINT m_ptMove;
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POINT m_ptWindowMovePos;
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BOOL m_bWindowMoving;
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CGUIWindow();
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virtual ~CGUIWindow();
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void SetAlpha(unsigned char cAlpha) { m_cAlpha = cAlpha; }
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void SetWindowPos(unsigned short x1, unsigned short y1, unsigned short x2, unsigned short y2)
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{
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m_rcWindowSize.left = x1; m_rcWindowSize.top = y1; m_rcWindowSize.right = x2; m_rcWindowSize.bottom = y2;
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}
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void SetMoveEdge(unsigned short x1, unsigned short y1, unsigned short x2, unsigned short y2)
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{
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m_rcMoveEdge.left = x1; m_rcMoveEdge.top = y1; m_rcMoveEdge.right = x2; m_rcMoveEdge.bottom = y2;
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}
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BOOL WindowMoving(POINT &ptMousePos);
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CGUIButton *GetButton(unsigned long dwIndex)
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{
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return m_ButtonManager.m_lstButton[dwIndex];
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}
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virtual BOOL Init(unsigned short x, unsigned short y) = 0;
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virtual void InitValue(void) = 0;
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virtual BOOL Update(BOOL &bClick, BOOL &bEdge) = 0;
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virtual void ShowWindow(BOOL bShow) = 0;
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virtual void Render(LPDIRECT3DDEVICE8 lpD3DDevice) = 0;
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};
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#endif // !defined(AFX_GUIWINDOW_H__FBEDCE5C_5D7D_438F_B55B_112096006F1A__INCLUDED_)
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