Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
57 lines
1.4 KiB
OpenEdge ABL
57 lines
1.4 KiB
OpenEdge ABL
VERSION 1.0 CLASS
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BEGIN
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MultiUse = -1 'True
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Persistable = 0 'NotPersistable
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DataBindingBehavior = 0 'vbNone
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DataSourceBehavior = 0 'vbNone
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MTSTransactionMode = 0 'NotAnMTSObject
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END
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Attribute VB_Name = "cText"
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Attribute VB_GlobalNameSpace = False
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Attribute VB_Creatable = True
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Attribute VB_PredeclaredId = False
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Attribute VB_Exposed = False
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Option Explicit
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'Helper class to encapsulate text drawing
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'Here we will keep the font information and the calls to draw the text
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Private moD3DXFont As D3DXFont
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Public Sub InitText(d3dx As D3DX8, dev As Direct3DDevice8, ByVal sFontName As String, lSize As Long, fBold As Boolean)
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Dim oMyFont As IFont
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Set oMyFont = New StdFont
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oMyFont.Name = "Times New Roman"
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oMyFont.size = 8
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oMyFont.Bold = True
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Set moD3DXFont = d3dx.CreateFont(dev, oMyFont.hFont)
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End Sub
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Public Sub BeginText()
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moD3DXFont.Begin
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End Sub
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Public Sub EndText()
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moD3DXFont.End
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End Sub
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Public Sub DrawText(ByVal sText As String, X As Long, Y As Long, lColor As Long)
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Dim rcText As RECT
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'X and Y are in screen coords
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rcText.Left = X
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rcText.Top = Y
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'actually draw the text now, telling d3dx to build the rectangle based on the text and the x,y coord
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moD3DXFont.DrawTextW sText, -1, rcText, 0, lColor
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End Sub
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Private Sub Class_Initialize()
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Set moD3DXFont = Nothing
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End Sub
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Private Sub Class_Terminate()
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Set moD3DXFont = Nothing
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End Sub
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