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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69
GameTools/Zallad3D SceneClass/SceneStateMgr.h
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69
GameTools/Zallad3D SceneClass/SceneStateMgr.h
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/* *********************************************************************
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* CSceneStateMgr
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* 파일 : SceneStateMgr.h
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* 기능 : Caldron Engine 안에서 d3d 관련 matrix, State 등을 관리 하는 manager class
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* history :
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2003.12.15 (wizardbug) 작성
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********************************************************************** */
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#if !defined(AFX_SCENESTATEMGR_H__A66E73D5_3657_498A_B9E3_CEF9ADE40B7C__INCLUDED_)
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#define AFX_SCENESTATEMGR_H__A66E73D5_3657_498A_B9E3_CEF9ADE40B7C__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 "SceneManager.h"
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enum D3DMATRIX__{
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D3DMATRIX_WORLD,
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D3DMATRIX_VIEW,
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D3DMATRIX_PROJECT,
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D3DMATRIX_EXT1,
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D3DMATRIX_EXT2,
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D3DMATRIX_EXT3,
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D3DMATRIX_NUM
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};
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const int D3DRENDERSTATE_NUM = 210;
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const int D3DTEXTURESTAGE_NUM = 8;
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const int D3DTEXTURESTAGESTATE_NUM = 33;
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class CSceneStateMgr
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{
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public:
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CSceneStateMgr();
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virtual ~CSceneStateMgr();
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static void _Init();
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static void _Release();
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inline static D3DXMATRIX _GetD3DMatrix(const int &iIndex)
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{
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return (ms_matList[iIndex]);
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}
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inline static void _SetD3DMatrix(const int &iIndex, const D3DXMATRIX &matObj)
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{
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if((iIndex >= 0) && (iIndex < D3DMATRIX_NUM))
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{
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ms_matList[iIndex] = matObj;
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}
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}
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static void _ApplyD3DMatrix();
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static void _SetD3DRenderState(D3DRENDERSTATETYPE Type,DWORD Value);
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static void _SetD3DTextureStageState(DWORD Stage,D3DTEXTURESTAGESTATETYPE Type,DWORD Value);
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protected:
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static D3DXMATRIX ms_matList[D3DMATRIX_NUM];
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static DWORD ms_lstRenderState[D3DRENDERSTATE_NUM];
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static DWORD ms_lstTextureStageState[D3DTEXTURESTAGE_NUM][D3DTEXTURESTAGESTATE_NUM];
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};
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#endif // !defined(AFX_SCENESTATEMGR_H__A66E73D5_3657_498A_B9E3_CEF9ADE40B7C__INCLUDED_)
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