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/WORLDCREATOR/MainFrm.h
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171
GameTools/WORLDCREATOR/MainFrm.h
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// MainFrm.h : interface of the CMainFrame class
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//
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_MAINFRM_H__80816DB7_EAEA_4616_8041_68216EEEF128__INCLUDED_)
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#define AFX_MAINFRM_H__80816DB7_EAEA_4616_8041_68216EEEF128__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 "DlgStart.h"
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#include "MeshContainerBar.h"
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#include "SectorViewerBar.h"
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#include "DlgConvertTexture.h"
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#include "DlgLightmap.h"
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#include "DlgMakeWater.h"
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#include "DlgMakeFall.h"
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#include "DlgMakePlant.h"
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#include "DlgCamera.h"
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#include "DlgGrass.h"
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#include "DlgMapFileInfo.h"
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#include "DlgEffect.h"
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#include "OptimizeMesh.h"
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#include "DlgWeatherColor.h"
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#include "DlgBoid.h"
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class CMainFrame : public CFrameWnd
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{
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protected: // create from serialization only
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CMainFrame();
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DECLARE_DYNCREATE(CMainFrame)
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// Attributes
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public:
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int m_nMode;
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CSectorViewerBar m_SectorViewerBar;
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CMeshContainerBar m_MeshContainerBar;
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CDlgConvertTexture *m_dlgConvertTexture;
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CDlgMakeWater *m_dlgMakeWater;
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CDlgMakeFall *m_dlgMakeFall;
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CDlgMakePlant *m_dlgMakePlant;
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CDlgGrass *m_dlgMakeGrass;
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BOOL m_bShowDlgLightmap;
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CDlgLightmap *m_dlgLightmap;
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CDlgCamera *m_dlgCamera;
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CDlgEffect *m_dlgEffect;
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CDlgWeatherColor *m_dlgWeatherColor;
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CDlgBoid *m_dlgBoid;
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int m_PickMode;
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int m_NotMove;
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CString m_strSaveFilename;
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CMainFrame)
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public:
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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virtual BOOL Create(LPCTSTR lpszClassName, LPCTSTR lpszWindowName, DWORD dwStyle, const RECT& rect, CWnd* pParentWnd, UINT nID, CCreateContext* pContext = NULL);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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void ContainerLoad();
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void ContainerSave();
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virtual ~CMainFrame();
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void UnPickButton();
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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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// Generated message map functions
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public:
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void PropertySetup();
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CDialogBar m_wndSceneEditBar;
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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//{{AFX_MSG(CMainFrame)
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afx_msg void OnFileNew();
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afx_msg void OnFileOpen();
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afx_msg void OnAppExit();
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afx_msg void OnConverttexture();
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afx_msg void OnCheckLightmap();
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afx_msg void OnCheckOctree();
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afx_msg void OnDestroy();
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afx_msg void OnCheckEditterrain();
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afx_msg void OnCheckWeathertime();
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afx_msg void OnButtonFixweathercolor();
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afx_msg void OnButtonMakewater();
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afx_msg void OnButtonWaterfall();
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afx_msg void OnScenesave();
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afx_msg void OnButtonMaketree();
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afx_msg void OnButtonWalkmode();
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afx_msg void OnCheckPickhouse();
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afx_msg void OnCheckPickobect();
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afx_msg void OnCheckPicknode();
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afx_msg void OnCheckNotmove();
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afx_msg void OnVertexoptimaze();
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afx_msg void OnSectorSave();
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afx_msg void OnSectorLoad();
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afx_msg void OnButtonSectormove();
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afx_msg void OnSectormove();
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afx_msg void OnButtonGeneratesectorshoaw();
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afx_msg void OnOldsceneload();
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afx_msg void OnButtonSectorview();
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afx_msg void OnInhousemapload();
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afx_msg void OnInhousemapsave();
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afx_msg void OnButtonInfo();
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afx_msg void OnButtonCamera();
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afx_msg void OnWeather();
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afx_msg void OnShowinfo();
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afx_msg void OnButtonGrass();
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afx_msg void OnSectorloadnowpos();
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afx_msg void OnGarbegedel();
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afx_msg void OnButtonEffect();
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afx_msg void OnCameraview();
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afx_msg void OnSmokeparticle();
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afx_msg void OnWatermake();
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afx_msg void OnSoundmapsave();
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afx_msg void OnSoundmapload();
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afx_msg void OnButtonBoid();
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afx_msg void OnWeathertime();
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afx_msg void OnGf3save();
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afx_msg void OnGf3load();
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afx_msg void OnCheckPickfix();
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afx_msg void OnButtonMeshoptimize();
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afx_msg void OnResave();
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afx_msg void OnAmbiencelist();
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afx_msg void OnButtonBsplightmode();
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afx_msg void OnEffect();
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afx_msg void OnClearall();
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afx_msg void OnCheckTrigger();
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afx_msg void OnTerraintextureautoinsert();
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afx_msg void OnDds();
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afx_msg void OnCheckTerrainlightmap();
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afx_msg void OnButtonCharacterviewer();
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afx_msg void OnButtonCharactermove();
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afx_msg void OnCharactercontrol();
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afx_msg void OnMakecharacter();
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afx_msg void OnButtonChareffect();
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afx_msg void OnButtonCameramodechange();
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afx_msg void OnEsf();
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afx_msg void OnInterfaceEsf();
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afx_msg void OnTextesf();
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afx_msg void OnTextinteresf();
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afx_msg void OnCharactercamera();
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afx_msg void OnMouseshow();
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afx_msg void OnCharmotion();
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afx_msg void OnChareff();
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afx_msg void OnBsp();
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afx_msg void OnSectorlightgen();
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afx_msg void OnCharacterlod();
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afx_msg void OnChrdir();
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afx_msg void OnChrbumdir();
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afx_msg void OnChrenvdir();
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afx_msg void OnTerrainfix();
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afx_msg void OnButtonReload();
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afx_msg void OnButtonMinimap();
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afx_msg void OnMenuZ3cload();
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afx_msg void OnCameraset();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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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_MAINFRM_H__80816DB7_EAEA_4616_8041_68216EEEF128__INCLUDED_)
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