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Initial commit of Command & Conquer Renegade source code.
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98
Code/Tests/PhysTest/RenderDeviceDialog.cpp
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98
Code/Tests/PhysTest/RenderDeviceDialog.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// RenderDeviceDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "phystest.h"
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#include "RenderDeviceDialog.h"
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#include "ww3d.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CRenderDeviceDialog dialog
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CRenderDeviceDialog::CRenderDeviceDialog(CWnd* pParent /*=NULL*/)
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: CDialog(CRenderDeviceDialog::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CRenderDeviceDialog)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CRenderDeviceDialog::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CRenderDeviceDialog)
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DDX_Control(pDX, IDC_RENDER_DEVICE_COMBO, m_RenderDeviceCombo);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CRenderDeviceDialog, CDialog)
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//{{AFX_MSG_MAP(CRenderDeviceDialog)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CRenderDeviceDialog message handlers
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BOOL CRenderDeviceDialog::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// plug all of the render device names into the combo box
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for (int i=0; i<WW3D::Get_Render_Device_Count(); i++) {
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const char * name = WW3D::Get_Render_Device_Name(i);
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m_RenderDeviceCombo.AddString(name);
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}
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m_RenderDeviceCombo.SetCurSel(WW3D::Get_Render_Device());
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return TRUE;
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}
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void CRenderDeviceDialog::OnOK()
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{
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// get the index of the currently selected render device and set ww3d to use it
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int device = m_RenderDeviceCombo.GetCurSel();
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if (device != CB_ERR) {
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// keep trying to set a device until one works
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WW3DErrorType err = WW3D_ERROR_GENERIC;
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int count = 0;
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while ((err != WW3D_ERROR_OK) && (count < WW3D::Get_Render_Device_Count())) {
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err = WW3D::Set_Render_Device(device);
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count++;
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if (err != WW3D_ERROR_OK) {
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device = (device + 1) % WW3D::Get_Render_Device_Count();
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}
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}
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assert(err == WW3D_ERROR_OK);
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}
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CDialog::OnOK();
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}
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