Initial commit of Command & Conquer Renegade source code.

This commit is contained in:
LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
4918 changed files with 1366710 additions and 0 deletions

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : ENBAssetMgr *
* *
* $Archive:: /VSS_Sync/ww3d2/hueshift/enbassetmgr.cpp $*
* *
* Original Author:: Hector Yee *
* *
* $Author:: Vss_sync $*
* *
* $Modtime:: 8/29/01 10:35p $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "always.h"
#include "enbassetmgr.h"
#include "proto.h"
#include "rendobj.h"
#include "vector3.h"
#include "mesh.h"
#include "hlod.h"
#include "matinfo.h"
#include "meshmdl.h"
#include "part_emt.h"
#include "vertmaterial.h"
#include "dx8wrapper.h"
#include "texture.h"
#include "surfaceclass.h"
#include "textureloader.h"
#include "ww3dformat.h"
#include "colorspace.h"
#include <stdio.h>
//---------------------------------------------------------------------
// Constants
//---------------------------------------------------------------------
const float ident_scale(1.0f);
const Vector3 ident_HSV(0,0,0);
//---------------------------------------------------------------------
// ENBPrototype
//---------------------------------------------------------------------
class ENBPrototypeClass : public PrototypeClass
{
public:
ENBPrototypeClass(RenderObjClass * proto,const char* name);
virtual ~ENBPrototypeClass(void);
virtual const char * Get_Name(void) const;
virtual int Get_Class_ID(void) const;
virtual RenderObjClass * Create(void);
RenderObjClass * Proto;
char * Name;
};
ENBPrototypeClass::ENBPrototypeClass(RenderObjClass * proto, const char *name)
{
Name=strdup(name);
Proto = proto;
assert(Proto);
Proto->Add_Ref();
}
ENBPrototypeClass::~ENBPrototypeClass(void)
{
delete [] Name;
if (Proto) {
Proto->Release_Ref();
}
}
const char * ENBPrototypeClass::Get_Name(void) const
{
return Name;
}
int ENBPrototypeClass::Get_Class_ID(void) const
{
return Proto->Class_ID();
}
RenderObjClass * ENBPrototypeClass::Create(void)
{
return (RenderObjClass *)( SET_REF_OWNER( Proto->Clone() ) );
}
//---------------------------------------------------------------------
// ENBAssetManager
//---------------------------------------------------------------------
ENBAssetManager::ENBAssetManager(void)
{
}
ENBAssetManager::~ENBAssetManager(void)
{
}
RenderObjClass * ENBAssetManager::Create_Render_Obj(const char * name,float Scale,Vector3 &HSV_shift)
{
char newname[512];
bool scale,hsv_shift;
scale=(Scale!=ident_scale);
hsv_shift=(HSV_shift!=ident_HSV);
// base case, no scale or hue shifting
if (!scale && !hsv_shift) return WW3DAssetManager::Create_Render_Obj(name);
sprintf(newname,"#%s!%gH%gS%gV%g",name,Scale,HSV_shift.X,HSV_shift.Y,HSV_shift.Z);
// see if we got a cached version
RenderObjClass *rendobj=NULL;
rendobj=WW3DAssetManager::Create_Render_Obj(newname);
if (rendobj) return rendobj;
// create a new one based on
// exisiting prototype
rendobj=WW3DAssetManager::Create_Render_Obj(name);
if (!rendobj) return NULL;
Make_Unique(rendobj,scale,hsv_shift);
if (scale) rendobj->Scale(Scale);
if (hsv_shift) Recolor_Asset(rendobj,HSV_shift);
ENBPrototypeClass *proto=new ENBPrototypeClass(rendobj,newname);
Add_Prototype(proto);
return rendobj;
}
//---------------------------------------------------------------------
// Uniqing
//---------------------------------------------------------------------
void ENBAssetManager::Make_Mesh_Unique(RenderObjClass *robj,bool geometry, bool colors)
{
int i;
MeshClass *mesh=(MeshClass*) robj;
mesh->Make_Unique();
MeshModelClass * model = mesh->Get_Model();
if (colors) {
// make all vertex materials unique
MaterialInfoClass *material = mesh->Get_Material_Info();
for (i=0; i<material->Vertex_Material_Count(); i++)
material->Peek_Vertex_Material(i)->Make_Unique();
REF_PTR_RELEASE(material);
// make all color arrays unique
model->Make_Color_Array_Unique(0);
model->Make_Color_Array_Unique(1);
// do not do textures yet
// because we want to do the color conversion
// for the top mip level and then
// mip filter instead of converting all mip levels
}
if (geometry) {
// make geometry unique
model->Make_Geometry_Unique();
}
REF_PTR_RELEASE(model);
}
void ENBAssetManager::Make_HLOD_Unique(RenderObjClass *robj,bool geometry, bool colors)
{
int num_sub = robj->Get_Num_Sub_Objects();
for(int i = 0; i < num_sub; i++) {
RenderObjClass *sub_obj = robj->Get_Sub_Object(i);
Make_Unique(sub_obj,geometry,colors);
REF_PTR_RELEASE(sub_obj);
}
}
void ENBAssetManager::Make_Unique(RenderObjClass *robj,bool geometry, bool colors)
{
switch (robj->Class_ID()) {
case RenderObjClass::CLASSID_MESH:
Make_Mesh_Unique(robj,geometry,colors);
break;
case RenderObjClass::CLASSID_HLOD:
Make_HLOD_Unique(robj,geometry,colors);
break;
}
}
//---------------------------------------------------------------------
// Coloring
//---------------------------------------------------------------------
void ENBAssetManager::Recolor_Vertex_Material(VertexMaterialClass *vmat,Vector3 &hsv_shift)
{
Vector3 rgb;
vmat->Get_Ambient(&rgb);
Recolor(rgb,hsv_shift);
vmat->Set_Ambient(rgb);
vmat->Get_Diffuse(&rgb);
Recolor(rgb,hsv_shift);
vmat->Set_Diffuse(rgb);
vmat->Get_Emissive(&rgb);
Recolor(rgb,hsv_shift);
vmat->Set_Emissive(rgb);
vmat->Get_Specular(&rgb);
Recolor(rgb,hsv_shift);
vmat->Set_Specular(rgb);
}
void ENBAssetManager::Recolor_Vertices(unsigned int *color, int count, Vector3 &hsv_shift)
{
int i;
Vector4 rgba;
for (i=0; i<count; i++)
{
rgba=DX8Wrapper::Convert_Color(color[i]);
Recolor(reinterpret_cast<Vector3&>(rgba),hsv_shift);
color[i]=DX8Wrapper::Convert_Color_Clamp(rgba);
}
}
TextureClass * ENBAssetManager::Recolor_Texture(TextureClass *texture, Vector3 &hsv_shift)
{
const char *name=texture->Get_Name();
// if texture is procedural return NULL
if (name && name[0]=='!') return NULL;
// make sure texture is loaded
if (!texture->Is_Initialized())
TextureLoader::Request_High_Priority_Loading(texture,0,(TextureClass::MipCountType) texture->Get_Mip_Level_Count());
SurfaceClass::SurfaceDescription desc;
SurfaceClass *newsurf, *oldsurf, *smallsurf;
texture->Get_Level_Description(desc);
// if texture is monochrome and no value shifting
// return NULL
smallsurf=texture->Get_Surface_Level((TextureClass::MipCountType)texture->Get_Mip_Level_Count()-1);
if (hsv_shift.Z==0.0f && smallsurf->Is_Monochrome())
{
REF_PTR_RELEASE(smallsurf);
return NULL;
}
REF_PTR_RELEASE(smallsurf);
oldsurf=texture->Get_Surface_Level();
// see if we have a cached copy
char newname[512];
StringClass lower_case_name(texture->Get_Name(),true);
_strlwr(lower_case_name.Peek_Buffer());
sprintf(newname,"#%s!H%gS%gV%g",lower_case_name,hsv_shift.X,hsv_shift.Y,hsv_shift.Z);
TextureClass* newtex = TextureHash.Get(newname);
if (newtex)
{
newtex->Add_Ref();
REF_PTR_RELEASE(oldsurf);
return newtex;
}
// no cached copy, make new recolorized texture
newsurf=NEW_REF(SurfaceClass,(desc.Width,desc.Height,desc.Format));
newsurf->Copy(0,0,0,0,desc.Width,desc.Height,oldsurf);
newsurf->Hue_Shift(hsv_shift);
newtex=NEW_REF(TextureClass,(newsurf,(TextureClass::MipCountType)texture->Get_Mip_Level_Count()));
newtex->Set_Mag_Filter(texture->Get_Mag_Filter());
newtex->Set_Min_Filter(texture->Get_Min_Filter());
newtex->Set_Mip_Mapping(texture->Get_Mip_Mapping());
newtex->Set_Name(newname);
newtex->Set_U_Addr_Mode(texture->Get_U_Addr_Mode());
newtex->Set_V_Addr_Mode(texture->Get_V_Addr_Mode());
TextureHash.Insert(newname,newtex);
newtex->Add_Ref();
REF_PTR_RELEASE(oldsurf);
REF_PTR_RELEASE(newsurf);
return newtex;
}
void ENBAssetManager::Recolor_Mesh(RenderObjClass *robj,Vector3 &hsv_shift)
{
int i;
MeshClass *mesh=(MeshClass*) robj;
MeshModelClass * model = mesh->Get_Model();
MaterialInfoClass *material = mesh->Get_Material_Info();
// recolor vertex material
for (i=0; i<material->Vertex_Material_Count(); i++)
Recolor_Vertex_Material(material->Peek_Vertex_Material(i),hsv_shift);
// recolor color arrays
unsigned int * color;
color=model->Get_Color_Array(0,false);
if (color) Recolor_Vertices(color,model->Get_Vertex_Count(),hsv_shift);
color=model->Get_Color_Array(1,false);
if (color) Recolor_Vertices(color,model->Get_Vertex_Count(),hsv_shift);
// recolor textures
TextureClass *newtex,*oldtex;
for (i=0; i<material->Texture_Count(); i++)
{
oldtex=material->Peek_Texture(i);
newtex=Recolor_Texture(oldtex,hsv_shift);
if (newtex)
{
model->Replace_Texture(oldtex,newtex);
material->Replace_Texture(i,newtex);
REF_PTR_RELEASE(newtex);
}
}
REF_PTR_RELEASE(material);
REF_PTR_RELEASE(model);
}
void ENBAssetManager::Recolor_HLOD(RenderObjClass *robj,Vector3 &hsv_shift)
{
int num_sub = robj->Get_Num_Sub_Objects();
for(int i = 0; i < num_sub; i++) {
RenderObjClass *sub_obj = robj->Get_Sub_Object(i);
Recolor_Asset(sub_obj,hsv_shift);
REF_PTR_RELEASE(sub_obj);
}
}
void ENBAssetManager::Recolor_ParticleEmitter(RenderObjClass *robj,Vector3 &hsv_shift)
{
unsigned int i;
ParticleEmitterClass* emit=(ParticleEmitterClass*) robj;
ParticlePropertyStruct<Vector3> colors;
emit->Get_Color_Key_Frames(colors);
Recolor(colors.Start,hsv_shift);
Recolor(colors.Rand,hsv_shift);
for (i=0; i<colors.NumKeyFrames; i++)
Recolor(colors.Values[i],hsv_shift);
emit->Reset_Colors(colors);
delete colors.Values;
delete colors.KeyTimes;
TextureClass *tex=emit->Get_Texture();
TextureClass *newtex=Recolor_Texture(tex,hsv_shift);
if (newtex)
{
emit->Set_Texture(newtex);
REF_PTR_RELEASE(newtex);
}
REF_PTR_RELEASE(tex);
}
void ENBAssetManager::Recolor_Asset(RenderObjClass *robj,Vector3 &hsv_shift)
{
switch (robj->Class_ID()) {
case RenderObjClass::CLASSID_MESH:
Recolor_Mesh(robj,hsv_shift);
break;
case RenderObjClass::CLASSID_HLOD:
Recolor_HLOD(robj,hsv_shift);
break;
case RenderObjClass::CLASSID_PARTICLEEMITTER:
Recolor_ParticleEmitter(robj,hsv_shift);
break;
}
}

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : ENBAssetMgr *
* *
* $Archive:: /VSS_Sync/ww3d2/hueshift/enbassetmgr.h $*
* *
* Original Author:: Hector Yee *
* *
* $Author:: Vss_sync $*
* *
* $Modtime:: 8/29/01 10:35p $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef ENBASSETMGR_H
#define ENBASSETMGR_H
#include <assetmgr.h>
class Vector3;
class VertexMaterialClass;
class ENBAssetManager: public WW3DAssetManager
{
public:
ENBAssetManager(void);
virtual ~ENBAssetManager(void);
// unique to ENBAssetManager
virtual RenderObjClass * Create_Render_Obj(const char * name,float Scale,Vector3 &HSV_shift);
private:
void Make_Mesh_Unique(RenderObjClass *robj,bool geometry, bool colors);
void Make_HLOD_Unique(RenderObjClass *robj,bool geometry, bool colors);
void Make_Unique(RenderObjClass *robj,bool geometry, bool colors);
void Recolor_Vertex_Material(VertexMaterialClass *vmat,Vector3 &hsv_shift);
void Recolor_Vertices(unsigned int *color, int count, Vector3 &hsv_shift);
void Recolor_Mesh(RenderObjClass *robj,Vector3 &hsv_shift);
TextureClass * Recolor_Texture(TextureClass *texture, Vector3 &hsv_shift);
void Recolor_HLOD(RenderObjClass *robj,Vector3 &hsv_shift);
void Recolor_ParticleEmitter(RenderObjClass *robj,Vector3 &hsv_shift);
void Recolor_Asset(RenderObjClass *robj,Vector3 &hsv_shift);
};
#endif

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
//
// skeleton.cpp : Defines the entry point for the application.
//
// Skeleton WW3D code, Hector Yee, 8/31/00
#include "resource.h"
#include "wwmath.h"
#include "ww3d.h"
#include "scene.h"
#include "rendobj.h"
#include "camera.h"
#include "enbassetmgr.H"
#include "msgloop.h"
#include "part_ldr.h"
#include "rendobj.h"
#include "hanim.h"
#include "dx8wrapper.h"
#include "dx8indexbuffer.h"
#include "dx8vertexbuffer.h"
#include "dx8fvf.h"
#include "vertmaterial.h"
#include "font3d.h"
#include "render2d.h"
#include "textdraw.h"
#include "rect.h"
#include "mesh.h"
#include "meshmdl.h"
#include "vector2i.h"
#include "bmp2d.h"
#include "decalsys.h"
#include "shattersystem.h"
#include "light.h"
#include "keyboard.h"
#include "wwmouse.h"
#include "predlod.h"
#include "sphere.h"
#include <stdio.h>
#include "dx8renderer.h"
#include "ini.h"
#define MAX_LOADSTRING 100
static void Log_Statistics();
static void Init_3D_Scene();
// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // The title bar text
WW3DAssetManager * AssetManager=NULL;
SimpleSceneClass * my_scene = NULL;
CameraClass * my_camera = NULL;
Render2DTextClass * mytext = NULL;
RenderObjClass * orig_object = NULL;
RenderObjClass * shift_object = NULL;
HAnimClass * my_anim = NULL;
Font3DInstanceClass *my_font_a=NULL;
Font3DInstanceClass *my_font_b=NULL;
DecalSystemClass TheDecalSystem;
bool running=true;
bool rotate=false;
bool staticsort=true;
bool sort=true;
float sep;
// Foward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void Render();
void WWDebug_Message_Callback(DebugType type, const char * message);
void WWAssert_Callback(const char * message);
void Debug_Refs(void);
void LoadAssets();
// ----------------------------------------------------------------------------
//
// FPS counter class counts how many times Update() has been called during the
// last second. The fps counter caps at MAX_FPS which is the maximum fps count
// that can be measured.
//
// ----------------------------------------------------------------------------
const unsigned MAX_FPS=2000;
class FPSCounterClass
{
unsigned frame_times[MAX_FPS];
unsigned frame_time_count;
public:
FPSCounterClass();
void Update();
unsigned Get_FPS();
};
static FPSCounterClass fps_counter;
// ----------------------------------------------------------------------------
FPSCounterClass::FPSCounterClass()
:
frame_time_count(0)
{
}
// ----------------------------------------------------------------------------
void FPSCounterClass::Update()
{
unsigned frame_time=timeGetTime();
unsigned limit=frame_time-1000;
for (unsigned i=0;i<frame_time_count;++i) {
if (frame_times[i]<limit) {
frame_times[i]=frame_times[frame_time_count-1];
frame_time_count--;
}
}
if (frame_time_count<MAX_FPS) {
frame_times[frame_time_count++]=frame_time;
}
}
// ----------------------------------------------------------------------------
unsigned FPSCounterClass::Get_FPS()
{
return frame_time_count;
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
int APIENTRY WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HACCEL hAccelTable;
hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_SKELETON);
// install debug callbacks
WWDebug_Install_Message_Handler(WWDebug_Message_Callback);
WWDebug_Install_Assert_Handler(WWAssert_Callback);
// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_SKELETON, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// Perform application initialization:
hInst = hInstance; // Store instance handle in our global variable
HWND hWnd = CreateWindow(
szWindowClass,
szTitle,
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
0,
CW_USEDEFAULT,
0,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// WW Inits
WWMath::Init ();
AssetManager=new ENBAssetManager;
AssetManager->Register_Prototype_Loader(&_ParticleEmitterLoader);
WW3D::Init(hWnd);
WW3D::Set_Texture_Thumbnail_Mode(WW3D::TEXTURE_THUMBNAIL_MODE_ON);
// WW3D::Set_Prelit_Mode(WW3D::PRELIT_MODE_VERTEX);
WW3D::Set_Prelit_Mode(WW3D::PRELIT_MODE_LIGHTMAP_MULTI_PASS);
// WW3D::Set_Prelit_Mode(WW3D::PRELIT_MODE_LIGHTMAP_MULTI_TEXTURE);
WW3D::Set_Collision_Box_Display_Mask(0xFF);
if (WW3D::Set_Render_Device(0,800,600,32,1,true)!=WW3D_ERROR_OK) {
WW3D::Shutdown();
WWMath::Shutdown ();
Debug_Refs();
return 0;
}
Init_3D_Scene();
WW3D::Enable_Static_Sort_Lists(staticsort);
WW3D::Enable_Sorting(sort);
// main loop
int time=timeGetTime();
float theta = 0.0f;
while (running)
{
if (rotate) {
theta += DEG_TO_RADF(0.5f);
Matrix3D tm(1);
tm.Rotate_Z(theta);
if (orig_object) orig_object->Set_Transform(tm);
if (shift_object) shift_object->Set_Transform(tm);
const SphereClass &sp1=shift_object->Get_Bounding_Sphere();
const SphereClass &sp2=orig_object->Get_Bounding_Sphere();
shift_object->Set_Position(Vector3(0,sep,0));
orig_object->Set_Position(Vector3(0,-sep,0));
}
Render();
Windows_Message_Handler();
WW3D::Sync(timeGetTime()-time);
Log_Statistics();
}
REF_PTR_RELEASE(my_scene);
REF_PTR_RELEASE(my_camera);
delete mytext;
REF_PTR_RELEASE(my_font_a);
REF_PTR_RELEASE(my_font_b);
REF_PTR_RELEASE(orig_object);
REF_PTR_RELEASE(shift_object);
REF_PTR_RELEASE(my_anim);
PredictiveLODOptimizerClass::Free();
// shutdown
AssetManager->Free_Assets ();
delete AssetManager;
WW3D::Shutdown ();
WWMath::Shutdown ();
Debug_Refs();
return 0;
}
// ----------------------------------------------------------------------------
//
// Render everything. Rendering stars with Begin_Scene() and ends to End_Scene().
//
// ----------------------------------------------------------------------------
void Render()
{
// Predictive LOD optimizer optimizes the mesh LOD levels to match the given polygon budget
my_scene->Visibility_Check(my_camera);
PredictiveLODOptimizerClass::Optimize_LODs(150000);
WW3D::Begin_Render(true,true,Vector3(0.5f,0.5f,0.5f));
// Render 3D scene
WW3D::Render(my_scene,my_camera);
if (mytext) mytext->Render();
WW3D::End_Render();
fps_counter.Update();
}
// ----------------------------------------------------------------------------
//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage is only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
// ----------------------------------------------------------------------------
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = (WNDPROC)WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_SKELETON);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = (LPCSTR)IDC_SKELETON;
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
return RegisterClassEx(&wcex);
}
// ----------------------------------------------------------------------------
//
// FUNCTION: WndProc(HWND, unsigned, WORD, LONG)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
// ----------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, (LPCTSTR)IDD_ABOUTBOX, hWnd, (DLGPROC)About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
case IDM_RELOAD:
LoadAssets();
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_ACTIVATEAPP:
if (wParam) WW3D::On_Activate_App();
else WW3D::On_Deactivate_App();
return DefWindowProc(hWnd, message, wParam, lParam);
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here...
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
running=false;
PostQuitMessage(0);
break;
case WM_KEYUP:
if ((wParam&0xff)==VK_ESCAPE) {
DestroyWindow(hWnd);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
case WM_CHAR:
{
char key=LOWORD(wParam);
switch (key)
{
case '-':
WW3D::Make_Screen_Shot("screen");
break;
case '+':
WW3D::Toggle_Movie_Capture();
break;
case ' ':
rotate=!rotate;
break;
case 's':
staticsort=!staticsort;
WW3D::Enable_Static_Sort_Lists(staticsort);
break;
case 'S':
sort=!sort;
WW3D::Enable_Sorting(sort);
break;
case 'm':
{
SceneClass::PolyRenderType type = my_scene->Get_Polygon_Mode();
type = (type == SceneClass::POINT) ? SceneClass::LINE : ((type == SceneClass::LINE) ? SceneClass::FILL : SceneClass::POINT);
my_scene->Set_Polygon_Mode(type);
}
break;
}
}
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
// Mesage handler for about box.
LRESULT CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INITDIALOG:
return TRUE;
case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return TRUE;
}
break;
}
return FALSE;
}
// ----------------------------------------------------------------------------
//
// WWDebug message callback defines the behavior of WWDEBUG_SAY().
//
// ----------------------------------------------------------------------------
void WWDebug_Message_Callback(DebugType type, const char * message)
{
OutputDebugString(message);
}
// ----------------------------------------------------------------------------
//
// WWAssert callback defines the behavior of WWASSERT().
//
// ----------------------------------------------------------------------------
void WWAssert_Callback(const char * message)
{
OutputDebugString(message);
_asm int 0x03
}
// ----------------------------------------------------------------------------
void Debug_Refs(void)
{
#ifdef _DEBUG
WWDEBUG_SAY(("Dumping Un-Released Ref-Counted objects...\r\n"));
RefBaseNodeClass * first = RefBaseClass::ActiveRefList.First();
RefBaseNodeClass * node = first;
while (node->Is_Valid())
{
RefBaseClass * obj = node->Get();
ActiveRefStruct * ref = &(obj->ActiveRefInfo);
bool display = true;
int count = 0;
RefBaseNodeClass * search = first;
while (search->Is_Valid()) {
if (search == node) { // if this is not the first one
if (count != 0) {
display = false;
break;
}
}
RefBaseClass * search_obj = search->Get();
ActiveRefStruct * search_ref = &(search_obj->ActiveRefInfo);
if ( ref->File && search_ref->File &&
!strcmp(search_ref->File, ref->File) &&
(search_ref->Line == ref->Line) ) {
count++;
} else if ( (ref->File == NULL) && (search_ref->File == NULL) ) {
count++;
}
search = search->Next();
}
if ( display ) {
WWDEBUG_SAY(( "%d Active Ref: %s %d %p\n", count, ref->File,ref->Line,obj));
static int num_printed = 0;
if (++num_printed > 20) {
WWDEBUG_SAY(( "And Many More......\n"));
break;
}
}
node = node->Next();
}
WWDEBUG_SAY(("Done.\r\n"));
#endif
}
// ----------------------------------------------------------------------
//
// Ugly statistics block!!!
//
// ----------------------------------------------------------------------
void Log_Statistics()
{
StringClass format(255,true);
StringClass status_text(500,true);
// static unsigned last_frame_time=0;
// unsigned frame_time=timeGetTime();
// unsigned time=frame_time-last_frame_time;
// last_frame_time=frame_time;
// if (time>1000) time=1000;
// float fps=1000.0f/float(time);
// static float time_fps;
// static float current_fps;
// static unsigned fps_count;
// time_fps+=fps;
// fps_count++;
// if (fps_count==20) {
// fps_count=0;
// current_fps=time_fps/20.0f;
// time_fps=0.0f;
// }
unsigned current_fps=fps_counter.Get_FPS();
static unsigned stats_mode;
static bool tab_pressed;
if (GetAsyncKeyState(VK_TAB)) {
if (!tab_pressed) {
stats_mode++;
stats_mode%=3;
}
tab_pressed=true;
}
else {
tab_pressed=false;
}
switch (stats_mode) {
case 0:
Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_NONE);
break;
case 1:
Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_NONE);
format.Format("%d FPS\n",current_fps);
status_text+=format;
format.Format("%d Polys/frame (%dk pps)\n",Debug_Statistics::Get_DX8_Polygons(),unsigned(Debug_Statistics::Get_DX8_Polygons()*float(current_fps))/1000);
status_text+=format;
break;
case 2:
Debug_Statistics::Record_Texture_Mode(Debug_Statistics::RECORD_TEXTURE_NONE);
format.Format("%d FPS\n",current_fps);
status_text+=format;
format.Format("%d Polys/frame (%dk pps)\n",Debug_Statistics::Get_DX8_Polygons(),unsigned(Debug_Statistics::Get_DX8_Polygons()*float(current_fps))/1000);
status_text+=format;
format.Format("%d Verts/frame (%dk vps)\n",Debug_Statistics::Get_DX8_Vertices(),unsigned(Debug_Statistics::Get_DX8_Vertices()*float(current_fps))/1000);
status_text+=format;
format.Format("%d DX8 calls\n",DX8Wrapper::Get_Last_Frame_DX8_Calls());
status_text+=format;
format.Format("%d VB changes\n",DX8Wrapper::Get_Last_Frame_Vertex_Buffer_Changes());
status_text+=format;
format.Format("%d IB changes\n",DX8Wrapper::Get_Last_Frame_Index_Buffer_Changes());
status_text+=format;
format.Format("%d texture changes\n",DX8Wrapper::Get_Last_Frame_Texture_Changes());
status_text+=format;
format.Format("%d material changes\n",DX8Wrapper::Get_Last_Frame_Material_Changes());
status_text+=format;
format.Format("%d light changes\n",DX8Wrapper::Get_Last_Frame_Light_Changes());
status_text+=format;
format.Format("%d RS changes\n",DX8Wrapper::Get_Last_Frame_Render_State_Changes());
status_text+=format;
format.Format("%d TSS changes\n",DX8Wrapper::Get_Last_Frame_Texture_Stage_State_Changes());
status_text+=format;
format.Format("%d Mtx changes\n",DX8Wrapper::Get_Last_Frame_Matrix_Changes());
status_text+=format;
if (sort)
format.Format("Sorting On\n");
else
format.Format("Sorting Off\n");
status_text+=format;
if (staticsort)
format.Format("Static Sorting On\n");
else
format.Format("Static Sorting Off\n");
status_text+=format;
break;
}
mytext->Reset();
mytext->Set_Location(Vector2(0.0,0.0));
mytext->Draw_Text(status_text,0xffff0000);
}
void LoadAssets()
{
if (shift_object)
{
my_scene->Remove_Render_Object(shift_object);
REF_PTR_RELEASE(shift_object);
}
if (orig_object)
{
my_scene->Remove_Render_Object(orig_object);
REF_PTR_RELEASE(orig_object);
}
INIClass ini;
ini.Load("hueshift.ini");
StringClass asset=ini.Get_String("GENERAL","ASSET");
float scale=ini.Get_Float("GENERAL","SCALE",1.0f);
Vector3 hsv;
hsv.X=ini.Get_Float("GENERAL","HUE",0.0f);
hsv.Y=ini.Get_Float("GENERAL","SAT",1.0f);
hsv.Z=ini.Get_Float("GENERAL","VAL",1.0f);
AssetManager->Load_3D_Assets(asset+".w3d");
shift_object = ((ENBAssetManager*)AssetManager)->Create_Render_Obj(asset,scale,hsv);
orig_object = AssetManager->Create_Render_Obj(asset);
if (shift_object && orig_object)
{
const SphereClass &sp1=shift_object->Get_Bounding_Sphere();
const SphereClass &sp2=orig_object->Get_Bounding_Sphere();
my_scene->Add_Render_Object(shift_object);
my_scene->Add_Render_Object(orig_object);
sep=WWMath::Max(sp1.Radius,sp2.Radius);
shift_object->Set_Position(Vector3(0,sep,0));
orig_object->Set_Position(Vector3(0,-sep,0));
}
Matrix3D camtransform(1);
camtransform.Look_At(Vector3(3*sep,0,3*sep),Vector3(0,0,0),0);
my_camera->Set_Transform(camtransform);
my_camera->Set_Clip_Planes(1.0f,8*sep);
}
void Init_3D_Scene()
{
my_font_a = AssetManager->Get_Font3DInstance("font12x16.tga");
my_font_b = AssetManager->Get_Font3DInstance("fontnew4.tga");
mytext=new Render2DTextClass(my_font_a);
mytext->Set_Coordinate_Range( Render2DClass::Get_Screen_Resolution() );
// build scene
my_scene=NEW_REF(SimpleSceneClass,());
my_scene->Set_Ambient_Light(Vector3(1.0f,1.0f,1.0f));
my_camera=NEW_REF(CameraClass,());
LoadAssets();
}

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@@ -0,0 +1,132 @@
# Microsoft Developer Studio Project File - Name="skeleton" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=skeleton - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "hueshift.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "hueshift.mak" CFG="skeleton - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "skeleton - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "skeleton - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""$/Commando/skeleton", MBYDAAAA"
# PROP Scc_LocalPath "."
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "skeleton - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Yu"stdafx.h" /FD /c
# ADD CPP /nologo /MD /W3 /GR /GX /Zi /O2 /I "..\..\wwlib" /I "..\..\wwmath" /I "..\..\wwdebug" /I "..\..\wwcpuid" /I "..\..\wwsaveload" /I "..\..\ww3d2" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /FD /c
# SUBTRACT CPP /YX /Yc /Yu
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
# ADD LINK32 winmm.lib vfw32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib d3dx8.lib d3d8.lib wwlib.lib wwsaveload.lib wwdebug.lib wwmath.lib ww3d2.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"libcmt.lib" /out:"Run/hueshift.exe" /libpath:"..\..\srsdk1x\MSVC6\lib\release\\" /libpath:"..\..\libs\release"
!ELSEIF "$(CFG)" == "skeleton - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Yu"stdafx.h" /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GR /GX /ZI /Od /I "..\..\wwlib" /I "..\..\wwmath" /I "..\..\wwdebug" /I "..\..\wwcpuid" /I "..\..\wwsaveload" /I "..\..\ww3d2" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "WWDEBUG" /FR /YX"Always.h" /FD /GZ /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386
# ADD LINK32 winmm.lib vfw32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib winmm.lib d3dx8.lib d3d8.lib wwlib.lib wwsaveload.lib wwdebug.lib wwmath.lib ww3d2.lib /nologo /subsystem:windows /debug /machine:I386 /nodefaultlib:"libcmt.lib" /out:"Run/hueshiftD.exe" /libpath:"..\..\srsdk1x\MSVC6\lib\debug\\" /libpath:"..\..\libs\debug"
!ENDIF
# Begin Target
# Name "skeleton - Win32 Release"
# Name "skeleton - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=.\enbassetmgr.cpp
# End Source File
# Begin Source File
SOURCE=.\enbassetmgr.h
# End Source File
# Begin Source File
SOURCE=.\hueshift.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=.\hueshift.h
# End Source File
# Begin Source File
SOURCE=.\resource.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=.\hueshift.rc
# End Source File
# Begin Source File
SOURCE=.\small.ico
# End Source File
# End Group
# End Target
# End Project

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@@ -0,0 +1,90 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "skeleton"=.\hueshift.dsp - Package Owner=<4>
Package=<5>
{{{
begin source code control
"$/VSS_Sync/ww3d2/skeleton", PQCEAAAA
.
end source code control
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name ww3d2
End Project Dependency
Begin Project Dependency
Project_Dep_Name wwmath
End Project Dependency
Begin Project Dependency
Project_Dep_Name wwlib
End Project Dependency
}}}
###############################################################################
Project: "ww3d2"=..\ww3d2.dsp - Package Owner=<4>
Package=<5>
{{{
begin source code control
"$/Commando/Code/ww3d2", QFBEAAAA
..
end source code control
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "wwlib"=..\..\wwlib\wwlib.dsp - Package Owner=<4>
Package=<5>
{{{
begin source code control
"$/Commando/Code/wwlib", KOGAAAAA
..\..\wwlib
end source code control
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "wwmath"=..\..\wwmath\wwmath.dsp - Package Owner=<4>
Package=<5>
{{{
begin source code control
"$/Commando/Code/wwmath", UEFAAAAA
..\..\wwmath
end source code control
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -0,0 +1,29 @@
/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if !defined(AFX_SKELETON_H__E48DBEDA_2947_4E55_9064_895B85FBE5B2__INCLUDED_)
#define AFX_SKELETON_H__E48DBEDA_2947_4E55_9064_895B85FBE5B2__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "resource.h"
#endif // !defined(AFX_SKELETON_H__E48DBEDA_2947_4E55_9064_895B85FBE5B2__INCLUDED_)

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@@ -0,0 +1,141 @@
//Microsoft Developer Studio generated resource script.
//
#include "resource.h"
#define APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 2 resource.
//
#define APSTUDIO_HIDDEN_SYMBOLS
#include "windows.h"
#undef APSTUDIO_HIDDEN_SYMBOLS
#include "resource.h"
/////////////////////////////////////////////////////////////////////////////
#undef APSTUDIO_READONLY_SYMBOLS
/////////////////////////////////////////////////////////////////////////////
// English (U.S.) resources
#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU)
#ifdef _WIN32
LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US
#pragma code_page(1252)
#endif //_WIN32
/////////////////////////////////////////////////////////////////////////////
//
// Icon
//
// Icon with lowest ID value placed first to ensure application icon
// remains consistent on all systems.
IDI_SKELETON ICON DISCARDABLE "hueshift.ICO"
IDI_SMALL ICON DISCARDABLE "SMALL.ICO"
/////////////////////////////////////////////////////////////////////////////
//
// Menu
//
IDC_SKELETON MENU DISCARDABLE
BEGIN
POPUP "&File"
BEGIN
MENUITEM "&Reload", IDM_RELOAD
MENUITEM "E&xit", IDM_EXIT
END
POPUP "&Help"
BEGIN
MENUITEM "&About ...", IDM_ABOUT
END
END
/////////////////////////////////////////////////////////////////////////////
//
// Accelerator
//
IDC_SKELETON ACCELERATORS MOVEABLE PURE
BEGIN
"?", IDM_ABOUT, ASCII, ALT
"/", IDM_ABOUT, ASCII, ALT
END
/////////////////////////////////////////////////////////////////////////////
//
// Dialog
//
IDD_ABOUTBOX DIALOG DISCARDABLE 22, 17, 230, 75
STYLE DS_MODALFRAME | WS_CAPTION | WS_SYSMENU
CAPTION "About"
FONT 8, "System"
BEGIN
ICON IDI_SKELETON,IDC_MYICON,14,9,20,20
LTEXT "Hueshift Version 1.0",IDC_STATIC,49,10,119,8,
SS_NOPREFIX
LTEXT "Hector Yee, 8/29/00",IDC_STATIC,49,20,119,8
DEFPUSHBUTTON "OK",IDOK,195,6,30,11,WS_GROUP
END
#ifdef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// TEXTINCLUDE
//
2 TEXTINCLUDE DISCARDABLE
BEGIN
"#define APSTUDIO_HIDDEN_SYMBOLS\r\n"
"#include ""windows.h""\r\n"
"#undef APSTUDIO_HIDDEN_SYMBOLS\r\n"
"#include ""resource.h""\r\n"
"\0"
END
3 TEXTINCLUDE DISCARDABLE
BEGIN
"\r\n"
"\0"
END
1 TEXTINCLUDE DISCARDABLE
BEGIN
"resource.h\0"
END
#endif // APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// String Table
//
STRINGTABLE DISCARDABLE
BEGIN
IDS_APP_TITLE "HueShift"
IDS_HELLO "Hello World!"
IDC_SKELETON "HUESHIFT"
END
#endif // English (U.S.) resources
/////////////////////////////////////////////////////////////////////////////
#ifndef APSTUDIO_INVOKED
/////////////////////////////////////////////////////////////////////////////
//
// Generated from the TEXTINCLUDE 3 resource.
//
/////////////////////////////////////////////////////////////////////////////
#endif // not APSTUDIO_INVOKED

View File

@@ -0,0 +1,28 @@
//{{NO_DEPENDENCIES}}
// Microsoft Developer Studio generated include file.
// Used by hueshift.rc
//
#define IDC_MYICON 2
#define IDD_SKELETON_DIALOG 102
#define IDD_ABOUTBOX 103
#define IDS_APP_TITLE 103
#define IDM_ABOUT 104
#define IDM_EXIT 105
#define IDS_HELLO 106
#define IDI_SKELETON 107
#define IDI_SMALL 108
#define IDC_SKELETON 109
#define IDR_MAINFRAME 128
#define IDM_RELOAD 32772
#define IDC_STATIC -1
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 129
#define _APS_NEXT_COMMAND_VALUE 32773
#define _APS_NEXT_CONTROL_VALUE 1000
#define _APS_NEXT_SYMED_VALUE 110
#endif
#endif

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