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>
51 lines
1.1 KiB
C
51 lines
1.1 KiB
C
/*==========================================================================;
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*
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* Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
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*
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* File: d3drm.h
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* Content: Direct3DRM include file
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*
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***************************************************************************/
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#ifndef __D3DRMWIN_H__
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#define __D3DRMWIN_H__
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#ifndef WIN32
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#define WIN32
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#endif
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#include "d3drm.h"
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#include "ddraw.h"
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#include "d3d.h"
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/*
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* GUIDS used by Direct3DRM Windows interface
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*/
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DEFINE_GUID(IID_IDirect3DRMWinDevice, 0xc5016cc0, 0xd273, 0x11ce, 0xac, 0x48, 0x0, 0x0, 0xc0, 0x38, 0x25, 0xa1);
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WIN_TYPES(IDirect3DRMWinDevice, DIRECT3DRMWINDEVICE);
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#undef INTERFACE
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#define INTERFACE IDirect3DRMWinDevice
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DECLARE_INTERFACE_(IDirect3DRMWinDevice, IDirect3DRMObject)
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{
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IUNKNOWN_METHODS(PURE);
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IDIRECT3DRMOBJECT_METHODS(PURE);
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/*
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* IDirect3DRMWinDevice methods
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*/
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/* Repaint the window with the last frame which was rendered. */
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STDMETHOD(HandlePaint)(THIS_ HDC hdc) PURE;
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/* Respond to a WM_ACTIVATE message. */
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STDMETHOD(HandleActivate)(THIS_ WORD wparam) PURE;
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};
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#endif
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