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/ZALLA3D BASECLASS/EnumD3D.h
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GameTools/ZALLA3D BASECLASS/EnumD3D.h
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// EnumD3D.h: interface for the CEnumD3D class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_ENUMD3D_H__9D5F8359_25F1_49DD_8C6A_CADE38529740__INCLUDED_)
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#define AFX_ENUMD3D_H__9D5F8359_25F1_49DD_8C6A_CADE38529740__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 "List.h"
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//-----------------------------------------------------------------------------
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// Name: struct D3DModeInfo
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// Desc: Structure for holding information about a display mode
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//-----------------------------------------------------------------------------
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struct D3DModeInfo
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{
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DWORD Width; // Screen width in this mode
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DWORD Height; // Screen height in this mode
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D3DFORMAT Format; // Pixel format in this mode
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DWORD dwBehavior; // Hardware / Software / Mixed vertex processing
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D3DFORMAT DepthStencilFormat; // Which depth/stencil format to use with this mode
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};
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//-----------------------------------------------------------------------------
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// Name: struct D3DDeviceInfo
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// Desc: Structure for holding information about a Direct3D device, including
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// a list of modes compatible with this device
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//-----------------------------------------------------------------------------
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struct D3DDeviceInfo
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{
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// Device data
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D3DDEVTYPE DeviceType; // Reference, HAL, etc.
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D3DCAPS8 d3dCaps; // Capabilities of this device
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const TCHAR* strDesc; // Name of this device
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BOOL bCanDoWindowed; // Whether this device can work in windowed mode
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// Modes for this device
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DWORD dwNumModes;
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D3DModeInfo modes[150];
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// Current state
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DWORD dwCurrentMode;
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BOOL bWindowed;
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D3DMULTISAMPLE_TYPE MultiSampleType;
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};
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//-----------------------------------------------------------------------------
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// Name: struct D3DAdapterInfo
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// Desc: Structure for holding information about an adapter, including a list
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// of devices available on this adapter
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//-----------------------------------------------------------------------------
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struct D3DAdapterInfo
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{
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// Adapter data
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D3DADAPTER_IDENTIFIER8 d3dAdapterIdentifier;
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D3DDISPLAYMODE d3ddmDesktop; // Desktop display mode for this adapter
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// Devices for this adapter
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DWORD dwNumDevices;
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D3DDeviceInfo devices[5];
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// Current state
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DWORD dwCurrentDevice;
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};
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class CEnumD3D
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{
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static BOOL m_bWindowed;
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static long m_dwMinDepthBits;
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static long m_dwMinStencilBits;
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public:
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static long m_nAdapter,m_nDevice,m_nMode;
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static LPDIRECT3D8 m_pD3D;
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static DWORD m_dwNumAdapters;
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static BOOL m_bUseDepthBuffer;
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static DWORD m_dwAdapter;
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static D3DAdapterInfo m_Adapters[10];
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static HRESULT ConfirmDevice(D3DCAPS8*,DWORD,D3DFORMAT);
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static BOOL FindDepthStencilFormat(UINT iAdapter, D3DDEVTYPE DeviceType, D3DFORMAT TargetFormat, D3DFORMAT *pDepthStencilFormat);
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static HRESULT Enum();
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CEnumD3D();
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virtual ~CEnumD3D();
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};
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#endif // !defined(AFX_ENUMD3D_H__9D5F8359_25F1_49DD_8C6A_CADE38529740__INCLUDED_)
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