diff options
author | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:23:05 +0200 |
---|---|---|
committer | Piotr Dziwinski <piotrdz@gmail.com> | 2012-06-26 22:23:05 +0200 |
commit | ebed57aa22b772211387a5561f995eee8f5faed1 (patch) | |
tree | 9a0b08371df54c125957e63c7ecff81c001d4eaf /src/old/d3dengine.h | |
parent | fc5389d18816799ba2698914384cd099ba8a7a6c (diff) | |
download | colobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.gz colobot-ebed57aa22b772211387a5561f995eee8f5faed1.tar.bz2 colobot-ebed57aa22b772211387a5561f995eee8f5faed1.zip |
Whitespace and language change
- changed tabs to spaces and DOS line endings to Unix
(except in CBot and metafile)
- changed language to English
- fixed #include <d3d.h> in d3dengine.h
Diffstat (limited to 'src/old/d3dengine.h')
-rw-r--r-- | src/old/d3dengine.h | 1354 |
1 files changed, 678 insertions, 676 deletions
diff --git a/src/old/d3dengine.h b/src/old/d3dengine.h index d028d2c..700e7b3 100644 --- a/src/old/d3dengine.h +++ b/src/old/d3dengine.h @@ -1,676 +1,678 @@ -// * This file is part of the COLOBOT source code
-// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch
-// *
-// * 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/.
-
-// d3dengine.h
-
-#pragma once
-
-
-#include "math/point.h"
-#include "math/vector.h"
-#include "math/matrix.h"
-#include "common/struct.h"
-
-
-class CD3DApplication;
-class CInstanceManager;
-class CObject;
-class CLight;
-class CText;
-class CParticule;
-class CWater;
-class CCloud;
-class CBlitz;
-class CPlanet;
-class CSound;
-class CTerrain;
-
-
-const int D3DMAXOBJECT = 1200;
-const int D3DMAXSHADOW = 500;
-const int D3DMAXGROUNDSPOT = 100;
-
-
-enum D3DTypeObj
-{
- TYPENULL = 0, // object doesn't exist
- TYPETERRAIN = 1, // terrain
- TYPEFIX = 2, // fixed object
- TYPEVEHICULE = 3, // moving object
- TYPEDESCENDANT = 4, // part of a moving object
- TYPEQUARTZ = 5, // fixed object type quartz
- TYPEMETAL = 6, // fixed object type metal
-};
-
-enum D3DTypeTri
-{
- D3DTYPE6T = 1, // triangles
- D3DTYPE6S = 2, // surfaces
-};
-
-enum D3DMaping
-{
- D3DMAPPINGX = 1,
- D3DMAPPINGY = 2,
- D3DMAPPINGZ = 3,
- D3DMAPPING1X = 4,
- D3DMAPPING1Y = 5,
- D3DMAPPING1Z = 6,
-};
-
-enum D3DMouse
-{
- D3DMOUSEHIDE = 0, // no mouse
- D3DMOUSENORM = 1,
- D3DMOUSEWAIT = 2,
- D3DMOUSEEDIT = 3,
- D3DMOUSEHAND = 4,
- D3DMOUSECROSS = 5,
- D3DMOUSESHOW = 6,
- D3DMOUSENO = 7,
- D3DMOUSEMOVE = 8, // +
- D3DMOUSEMOVEH = 9, // -
- D3DMOUSEMOVEV = 10, // |
- D3DMOUSEMOVED = 11, // /
- D3DMOUSEMOVEI = 12, // \ //
- D3DMOUSESCROLLL = 13, // <<
- D3DMOUSESCROLLR = 14, // >>
- D3DMOUSESCROLLU = 15, // ^
- D3DMOUSESCROLLD = 16, // v
- D3DMOUSETARGET = 17,
-};
-
-enum D3DShadowType
-{
- D3DSHADOWNORM = 0,
- D3DSHADOWWORM = 1,
-};
-
-
-const int D3DSTATENORMAL = 0; // normal opaque materials
-const int D3DSTATETTb = (1<<0); // the transparent texture (black = no)
-const int D3DSTATETTw = (1<<1); // the transparent texture (white = no)
-const int D3DSTATETD = (1<<2); // the transparent diffuse color
-const int D3DSTATEWRAP = (1<<3); // texture wrappe
-const int D3DSTATECLAMP = (1<<4); // texture borders with solid color
-const int D3DSTATELIGHT = (1<<5); // light texture (ambient max)
-const int D3DSTATEDUALb = (1<<6); // double black texturing
-const int D3DSTATEDUALw = (1<<7); // double white texturing
-const int D3DSTATEPART1 = (1<<8); // part 1 (no change in. MOD!)
-const int D3DSTATEPART2 = (1<<9); // part 2
-const int D3DSTATEPART3 = (1<<10); // part 3
-const int D3DSTATEPART4 = (1<<11); // part 4
-const int D3DSTATE2FACE = (1<<12); // double-sided face
-const int D3DSTATEALPHA = (1<<13); // image using alpha channel
-const int D3DSTATESECOND = (1<<14); // always use 2nd floor texturing
-const int D3DSTATEFOG = (1<<15); // causes the fog
-const int D3DSTATETCb = (1<<16); // the transparent color (black = no)
-const int D3DSTATETCw = (1<<17); // the transparent color (white = no)
-
-
-struct D3DTriangle
-{
- D3DVERTEX2 triangle[3];
- D3DMATERIAL7 material;
- int state;
- char texName1[20];
- char texName2[20];
-};
-
-
-struct D3DObjLevel6
-{
- int totalPossible;
- int totalUsed;
- D3DMATERIAL7 material;
- int state;
- D3DTypeTri type; // D3DTYPE6x
- D3DVERTEX2 vertex[1];
-};
-
-struct D3DObjLevel5
-{
- int totalPossible;
- int totalUsed;
- int reserve;
- D3DObjLevel6* table[1];
-};
-
-struct D3DObjLevel4
-{
- int totalPossible;
- int totalUsed;
- float min, max;
- D3DObjLevel5* table[1];
-};
-
-struct D3DObjLevel3
-{
- int totalPossible;
- int totalUsed;
- int objRank;
- D3DObjLevel4* table[1];
-};
-
-struct D3DObjLevel2
-{
- int totalPossible;
- int totalUsed;
- char texName1[20];
- char texName2[20];
- D3DObjLevel3* table[1];
-};
-
-struct D3DObjLevel1
-{
- int totalPossible;
- int totalUsed;
- D3DObjLevel2* table[1];
-};
-
-
-struct D3DObject
-{
- char bUsed; // true -> object exists
- char bVisible; // true -> visible object
- char bDrawWorld; // true -> shape behind the interface
- char bDrawFront; // true -> shape before the interface
- int totalTriangle; // number of triangles used
- D3DTypeObj type; // type of the object (TYPE*)
- Math::Matrix transform; // transformation matrix
- float distance; // distance point of view - original
- Math::Vector bboxMin; // bounding box of the object
- Math::Vector bboxMax; // (the origin 0, 0, 0 is always included)
- float radius; // radius of the sphere at the origin
- int shadowRank; // rank of the associated shadow
- float transparency; // transparency of the object (0 .. 1)
-};
-
-struct D3DShadow
-{
- char bUsed; // true -> object exists
- char bHide; // true -> invisible shadow (object carried by ex.)
- int objRank; // rank of the object
- D3DShadowType type; // type of shadow
- Math::Vector pos; // position for the shadow
- Math::Vector normal; // normal terrain
- float angle; // angle of the shadow
- float radius; // radius of the shadow
- float intensity; // intensity of the shadow
- float height; // height from the ground
-};
-
-struct D3DGroundSpot
-{
- char bUsed; // true -> object exists
- D3DCOLORVALUE color; // color of the shadow
- float min, max; // altitudes min / max
- float smooth; // transition area
- Math::Vector pos; // position for the shadow
- float radius; // radius of the shadow
- Math::Vector drawPos; // drawn to position the shade
- float drawRadius; // radius of the shadow drawn
-};
-
-struct D3DGroundMark
-{
- char bUsed; // true -> object exists
- char bDraw; // true -> drawn mark
- int phase; // 1 = increase, 2 = fixed, 3 = decrease
- float delay[3]; // time for 3 phases
- float fix; // fixed time
- Math::Vector pos; // position for marks
- float radius; // radius of marks
- float intensity; // color intensity
- Math::Vector drawPos; // drawn in position marks
- float drawRadius; // radius marks drawn
- float drawIntensity; // current drawn
- int dx, dy; // dimensions table
- char* table; // pointer to the table
-};
-
-
-
-class CD3DEngine
-{
-public:
- CD3DEngine(CInstanceManager *iMan, CD3DApplication *app);
- ~CD3DEngine();
-
- void SetD3DDevice(LPDIRECT3DDEVICE7 device);
- LPDIRECT3DDEVICE7 RetD3DDevice();
-
- void SetTerrain(CTerrain* terrain);
-
- bool WriteProfile();
-
- void SetPause(bool bPause);
- bool RetPause();
-
- void SetMovieLock(bool bLock);
- bool RetMovieLock();
-
- void SetShowStat(bool bShow);
- bool RetShowStat();
-
- void SetRenderEnable(bool bEnable);
-
- HRESULT OneTimeSceneInit();
- HRESULT InitDeviceObjects();
- HRESULT DeleteDeviceObjects();
- HRESULT RestoreSurfaces();
- HRESULT Render();
- HRESULT FrameMove(float rTime);
- void StepSimul(float rTime);
- HRESULT FinalCleanup();
- void AddStatisticTriangle(int nb);
- int RetStatisticTriangle();
- void SetHiliteRank(int *rankList);
- bool GetHilite(Math::Point &p1, Math::Point &p2);
- bool GetSpriteCoord(int &x, int &y);
- void SetInfoText(int line, char* text);
- char* RetInfoText(int line);
- LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- void FirstExecuteAdapt(bool bFirst);
- int GetVidMemTotal();
- bool IsVideo8MB();
- bool IsVideo32MB();
-
- bool EnumDevices(char *bufDevices, int lenDevices, char *bufModes, int lenModes, int &totalDevices, int &selectDevices, int &totalModes, int &selectModes);
- bool RetFullScreen();
- bool ChangeDevice(char *device, char *mode, bool bFull);
-
- Math::Matrix* RetMatView();
- Math::Matrix* RetMatLeftView();
- Math::Matrix* RetMatRightView();
-
- void TimeInit();
- void TimeEnterGel();
- void TimeExitGel();
- float TimeGet();
-
- int RetRestCreate();
- int CreateObject();
- void FlushObject();
- bool DeleteObject(int objRank);
- bool SetDrawWorld(int objRank, bool bDraw);
- bool SetDrawFront(int objRank, bool bDraw);
- bool AddTriangle(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
- bool AddSurface(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
- bool AddQuick(int objRank, D3DObjLevel6* buffer, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate);
- D3DObjLevel6* SearchTriangle(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max);
- void ChangeLOD();
- bool ChangeSecondTexture(int objRank, char* texName2);
- int RetTotalTriangles(int objRank);
- int GetTriangles(int objRank, float min, float max, D3DTriangle* buffer, int size, float percent);
- bool GetBBox(int objRank, Math::Vector &min, Math::Vector &max);
- bool ChangeTextureMapping(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, D3DMaping mode, float au, float bu, float av, float bv);
- bool TrackTextureMapping(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, D3DMaping mode, float pos, float factor, float tl, float ts, float tt);
- bool SetObjectTransform(int objRank, const Math::Matrix &transform);
- bool GetObjectTransform(int objRank, Math::Matrix &transform);
- bool SetObjectType(int objRank, D3DTypeObj type);
- D3DTypeObj RetObjectType(int objRank);
- bool SetObjectTransparency(int objRank, float value);
-
- bool ShadowCreate(int objRank);
- void ShadowDelete(int objRank);
- bool SetObjectShadowHide(int objRank, bool bHide);
- bool SetObjectShadowType(int objRank, D3DShadowType type);
- bool SetObjectShadowPos(int objRank, const Math::Vector &pos);
- bool SetObjectShadowNormal(int objRank, const Math::Vector &n);
- bool SetObjectShadowAngle(int objRank, float angle);
- bool SetObjectShadowRadius(int objRank, float radius);
- bool SetObjectShadowIntensity(int objRank, float intensity);
- bool SetObjectShadowHeight(int objRank, float h);
- float RetObjectShadowRadius(int objRank);
-
- void GroundSpotFlush();
- int GroundSpotCreate();
- void GroundSpotDelete(int rank);
- bool SetObjectGroundSpotPos(int rank, const Math::Vector &pos);
- bool SetObjectGroundSpotRadius(int rank, float radius);
- bool SetObjectGroundSpotColor(int rank, D3DCOLORVALUE color);
- bool SetObjectGroundSpotMinMax(int rank, float min, float max);
- bool SetObjectGroundSpotSmooth(int rank, float smooth);
-
- int GroundMarkCreate(Math::Vector pos, float radius, float delay1, float delay2, float delay3, int dx, int dy, char* table);
- bool GroundMarkDelete(int rank);
-
- void Update();
-
- void SetViewParams(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, const Math::Vector &vUpVec, FLOAT fEyeDistance);
-
- bool FreeTexture(char* name);
- bool LoadTexture(char* name, int stage=0);
- bool LoadAllTexture();
-
- void SetLimitLOD(int rank, float limit);
- float RetLimitLOD(int rank, bool bLast=false);
-
- void SetTerrainVision(float vision);
-
- void SetGroundSpot(bool bMode);
- bool RetGroundSpot();
- void SetShadow(bool bMode);
- bool RetShadow();
- void SetDirty(bool bMode);
- bool RetDirty();
- void SetFog(bool bMode);
- bool RetFog();
- bool RetStateColor();
-
- void SetSecondTexture(int texNum);
- int RetSecondTexture();
-
- void SetRankView(int rank);
- int RetRankView();
-
- void SetDrawWorld(bool bDraw);
- void SetDrawFront(bool bDraw);
-
- void SetAmbiantColor(D3DCOLOR color, int rank=0);
- D3DCOLOR RetAmbiantColor(int rank=0);
-
- void SetWaterAddColor(D3DCOLORVALUE color);
- D3DCOLORVALUE RetWaterAddColor();
-
- void SetFogColor(D3DCOLOR color, int rank=0);
- D3DCOLOR RetFogColor(int rank=0);
-
- void SetDeepView(float length, int rank=0, bool bRef=false);
- float RetDeepView(int rank=0);
-
- void SetFogStart(float start, int rank=0);
- float RetFogStart(int rank=0);
-
- void SetBackground(char *name, D3DCOLOR up=0, D3DCOLOR down=0, D3DCOLOR cloudUp=0, D3DCOLOR cloudDown=0, bool bFull=false, bool bQuarter=false);
- void RetBackground(char *name, D3DCOLOR &up, D3DCOLOR &down, D3DCOLOR &cloudUp, D3DCOLOR &cloudDown, bool &bFull, bool &bQuarter);
- void SetFrontsizeName(char *name);
- void SetOverFront(bool bFront);
- void SetOverColor(D3DCOLOR color=0, int mode=D3DSTATETCb);
-
- void SetParticuleDensity(float value);
- float RetParticuleDensity();
- float ParticuleAdapt(float factor);
-
- void SetClippingDistance(float value);
- float RetClippingDistance();
-
- void SetObjectDetail(float value);
- float RetObjectDetail();
-
- void SetGadgetQuantity(float value);
- float RetGadgetQuantity();
-
- void SetTextureQuality(int value);
- int RetTextureQuality();
-
- void SetTotoMode(bool bPresent);
- bool RetTotoMode();
-
- void SetLensMode(bool bPresent);
- bool RetLensMode();
-
- void SetWaterMode(bool bPresent);
- bool RetWaterMode();
-
- void SetBlitzMode(bool bPresent);
- bool RetBlitzMode();
-
- void SetSkyMode(bool bPresent);
- bool RetSkyMode();
-
- void SetBackForce(bool bPresent);
- bool RetBackForce();
-
- void SetPlanetMode(bool bPresent);
- bool RetPlanetMode();
-
- void SetLightMode(bool bPresent);
- bool RetLightMode();
-
- void SetEditIndentMode(bool bAuto);
- bool RetEditIndentMode();
-
- void SetEditIndentValue(int value);
- int RetEditIndentValue();
-
- void SetSpeed(float speed);
- float RetSpeed();
-
- void SetTracePrecision(float factor);
- float RetTracePrecision();
-
- void SetFocus(float focus);
- float RetFocus();
- Math::Vector RetEyePt();
- Math::Vector RetLookatPt();
- float RetEyeDirH();
- float RetEyeDirV();
- POINT RetDim();
- void UpdateMatProj();
-
- void ApplyChange();
-
- void FlushPressKey();
- void ResetKey();
- void SetKey(int keyRank, int option, int key);
- int RetKey(int keyRank, int option);
-
- void SetJoystick(bool bEnable);
- bool RetJoystick();
-
- void SetDebugMode(bool bMode);
- bool RetDebugMode();
- bool RetSetupMode();
-
- bool IsVisiblePoint(const Math::Vector &pos);
-
- int DetectObject(Math::Point mouse);
- void SetState(int state, D3DCOLOR color=0xffffffff);
- void SetTexture(char *name, int stage=0);
- void SetMaterial(const D3DMATERIAL7 &mat);
-
- void MoveMousePos(Math::Point pos);
- void SetMousePos(Math::Point pos);
- Math::Point RetMousePos();
- void SetMouseType(D3DMouse type);
- D3DMouse RetMouseType();
- void SetMouseHide(bool bHide);
- bool RetMouseHide();
- void SetNiceMouse(bool bNice);
- bool RetNiceMouse();
- bool RetNiceMouseCap();
-
- CText* RetText();
-
- bool ChangeColor(char *name, D3DCOLORVALUE colorRef1, D3DCOLORVALUE colorNew1, D3DCOLORVALUE colorRef2, D3DCOLORVALUE colorNew2, float tolerance1, float tolerance2, Math::Point ts, Math::Point ti, Math::Point *pExclu=0, float shift=0.0f, bool bHSV=false);
- bool OpenImage(char *name);
- bool CopyImage();
- bool LoadImage();
- bool ScrollImage(int dx, int dy);
- bool SetDot(int x, int y, D3DCOLORVALUE color);
- bool CloseImage();
- bool WriteScreenShot(char *filename, int width, int height);
- bool GetRenderDC(HDC &hDC);
- bool ReleaseRenderDC(HDC &hDC);
- PBITMAPINFO CreateBitmapInfoStruct(HBITMAP hBmp);
- bool CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC);
-
-protected:
- void MemSpace1(D3DObjLevel1 *&p, int nb);
- void MemSpace2(D3DObjLevel2 *&p, int nb);
- void MemSpace3(D3DObjLevel3 *&p, int nb);
- void MemSpace4(D3DObjLevel4 *&p, int nb);
- void MemSpace5(D3DObjLevel5 *&p, int nb);
- void MemSpace6(D3DObjLevel6 *&p, int nb);
-
- D3DObjLevel2* AddLevel1(D3DObjLevel1 *&p1, char* texName1, char* texName2);
- D3DObjLevel3* AddLevel2(D3DObjLevel2 *&p2, int objRank);
- D3DObjLevel4* AddLevel3(D3DObjLevel3 *&p3, float min, float max);
- D3DObjLevel5* AddLevel4(D3DObjLevel4 *&p4, int reserve);
- D3DObjLevel6* AddLevel5(D3DObjLevel5 *&p5, D3DTypeTri type, const D3DMATERIAL7 &mat, int state, int nb);
-
- bool IsVisible(int objRank);
- bool DetectBBox(int objRank, Math::Point mouse);
- bool DetectTriangle(Math::Point mouse, D3DVERTEX2 *triangle, int objRank, float &dist);
- bool TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D);
- void ComputeDistance();
- void UpdateGeometry();
- void RenderGroundSpot();
- void DrawShadow();
- void DrawBackground();
- void DrawBackgroundGradient(D3DCOLOR up, D3DCOLOR down);
- void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name);
- void DrawBackgroundImage();
- void DrawPlanet();
- void DrawFrontsize();
- void DrawOverColor();
- bool GetBBox2D(int objRank, Math::Point &min, Math::Point &max);
- void DrawHilite();
- void DrawMouse();
- void DrawSprite(Math::Point pos, Math::Point dim, int icon);
-
-protected:
- CInstanceManager* m_iMan;
- CD3DApplication* m_app;
- LPDIRECT3DDEVICE7 m_pD3DDevice;
- CText* m_text;
- CLight* m_light;
- CParticule* m_particule;
- CWater* m_water;
- CCloud* m_cloud;
- CBlitz* m_blitz;
- CPlanet* m_planet;
- CSound* m_sound;
- CTerrain* m_terrain;
-
- int m_blackSrcBlend[2];
- int m_blackDestBlend[2];
- int m_whiteSrcBlend[2];
- int m_whiteDestBlend[2];
- int m_diffuseSrcBlend[2];
- int m_diffuseDestBlend[2];
- int m_alphaSrcBlend[2];
- int m_alphaDestBlend[2];
-
- Math::Matrix m_matProj;
- Math::Matrix m_matLeftView;
- Math::Matrix m_matRightView;
- Math::Matrix m_matView;
- float m_focus;
-
- Math::Matrix m_matWorldInterface;
- Math::Matrix m_matProjInterface;
- Math::Matrix m_matViewInterface;
-
- DWORD m_baseTime;
- DWORD m_stopTime;
- float m_absTime;
- float m_lastTime;
- float m_speed;
- bool m_bPause;
- bool m_bRender;
- bool m_bMovieLock;
-
- POINT m_dim;
- POINT m_lastDim;
- D3DObjLevel1* m_objectPointer;
- int m_objectParamTotal;
- D3DObject* m_objectParam;
- int m_shadowTotal;
- D3DShadow* m_shadow;
- D3DGroundSpot* m_groundSpot;
- D3DGroundMark m_groundMark;
- Math::Vector m_eyePt;
- Math::Vector m_lookatPt;
- float m_eyeDirH;
- float m_eyeDirV;
- int m_rankView;
- D3DCOLOR m_ambiantColor[2];
- D3DCOLOR m_backColor[2];
- D3DCOLOR m_fogColor[2];
- float m_deepView[2];
- float m_fogStart[2];
- D3DCOLORVALUE m_waterAddColor;
- int m_statisticTriangle;
- bool m_bUpdateGeometry;
- char m_infoText[10][200];
- int m_alphaMode;
- bool m_bStateColor;
- bool m_bForceStateColor;
- bool m_bGroundSpot;
- bool m_bShadow;
- bool m_bDirty;
- bool m_bFog;
- bool m_bFirstGroundSpot;
- int m_secondTexNum;
- char m_backgroundName[50];
- D3DCOLOR m_backgroundColorUp;
- D3DCOLOR m_backgroundColorDown;
- D3DCOLOR m_backgroundCloudUp;
- D3DCOLOR m_backgroundCloudDown;
- bool m_bBackgroundFull;
- bool m_bBackgroundQuarter;
- bool m_bOverFront;
- D3DCOLOR m_overColor;
- int m_overMode;
- char m_frontsizeName[50];
- bool m_bDrawWorld;
- bool m_bDrawFront;
- float m_limitLOD[2];
- float m_particuleDensity;
- float m_clippingDistance;
- float m_lastClippingDistance;
- float m_objectDetail;
- float m_lastObjectDetail;
- float m_terrainVision;
- float m_gadgetQuantity;
- int m_textureQuality;
- bool m_bTotoMode;
- bool m_bLensMode;
- bool m_bWaterMode;
- bool m_bSkyMode;
- bool m_bBackForce;
- bool m_bPlanetMode;
- bool m_bLightMode;
- bool m_bEditIndentMode;
- int m_editIndentValue;
- float m_tracePrecision;
-
- int m_hiliteRank[100];
- bool m_bHilite;
- Math::Point m_hiliteP1;
- Math::Point m_hiliteP2;
-
- int m_lastState;
- D3DCOLOR m_lastColor;
- char m_lastTexture[2][50];
- D3DMATERIAL7 m_lastMaterial;
-
- Math::Point m_mousePos;
- D3DMouse m_mouseType;
- bool m_bMouseHide;
- bool m_bNiceMouse;
-
- LPDIRECTDRAWSURFACE7 m_imageSurface;
- DDSURFACEDESC2 m_imageDDSD;
- WORD* m_imageCopy;
- int m_imageDX;
- int m_imageDY;
-};
-
-
+// * This file is part of the COLOBOT source code +// * Copyright (C) 2001-2008, Daniel ROUX & EPSITEC SA, www.epsitec.ch +// * +// * 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/. + +// d3dengine.h + +#pragma once + + +#include <d3d.h> + +#include "math/point.h" +#include "math/vector.h" +#include "math/matrix.h" +#include "common/struct.h" + + +class CD3DApplication; +class CInstanceManager; +class CObject; +class CLight; +class CText; +class CParticule; +class CWater; +class CCloud; +class CBlitz; +class CPlanet; +class CSound; +class CTerrain; + + +const int D3DMAXOBJECT = 1200; +const int D3DMAXSHADOW = 500; +const int D3DMAXGROUNDSPOT = 100; + + +enum D3DTypeObj +{ + TYPENULL = 0, // object doesn't exist + TYPETERRAIN = 1, // terrain + TYPEFIX = 2, // fixed object + TYPEVEHICULE = 3, // moving object + TYPEDESCENDANT = 4, // part of a moving object + TYPEQUARTZ = 5, // fixed object type quartz + TYPEMETAL = 6, // fixed object type metal +}; + +enum D3DTypeTri +{ + D3DTYPE6T = 1, // triangles + D3DTYPE6S = 2, // surfaces +}; + +enum D3DMaping +{ + D3DMAPPINGX = 1, + D3DMAPPINGY = 2, + D3DMAPPINGZ = 3, + D3DMAPPING1X = 4, + D3DMAPPING1Y = 5, + D3DMAPPING1Z = 6, +}; + +enum D3DMouse +{ + D3DMOUSEHIDE = 0, // no mouse + D3DMOUSENORM = 1, + D3DMOUSEWAIT = 2, + D3DMOUSEEDIT = 3, + D3DMOUSEHAND = 4, + D3DMOUSECROSS = 5, + D3DMOUSESHOW = 6, + D3DMOUSENO = 7, + D3DMOUSEMOVE = 8, // + + D3DMOUSEMOVEH = 9, // - + D3DMOUSEMOVEV = 10, // | + D3DMOUSEMOVED = 11, // / + D3DMOUSEMOVEI = 12, // \ // + D3DMOUSESCROLLL = 13, // << + D3DMOUSESCROLLR = 14, // >> + D3DMOUSESCROLLU = 15, // ^ + D3DMOUSESCROLLD = 16, // v + D3DMOUSETARGET = 17, +}; + +enum D3DShadowType +{ + D3DSHADOWNORM = 0, + D3DSHADOWWORM = 1, +}; + + +const int D3DSTATENORMAL = 0; // normal opaque materials +const int D3DSTATETTb = (1<<0); // the transparent texture (black = no) +const int D3DSTATETTw = (1<<1); // the transparent texture (white = no) +const int D3DSTATETD = (1<<2); // the transparent diffuse color +const int D3DSTATEWRAP = (1<<3); // texture wrappe +const int D3DSTATECLAMP = (1<<4); // texture borders with solid color +const int D3DSTATELIGHT = (1<<5); // light texture (ambient max) +const int D3DSTATEDUALb = (1<<6); // double black texturing +const int D3DSTATEDUALw = (1<<7); // double white texturing +const int D3DSTATEPART1 = (1<<8); // part 1 (no change in. MOD!) +const int D3DSTATEPART2 = (1<<9); // part 2 +const int D3DSTATEPART3 = (1<<10); // part 3 +const int D3DSTATEPART4 = (1<<11); // part 4 +const int D3DSTATE2FACE = (1<<12); // double-sided face +const int D3DSTATEALPHA = (1<<13); // image using alpha channel +const int D3DSTATESECOND = (1<<14); // always use 2nd floor texturing +const int D3DSTATEFOG = (1<<15); // causes the fog +const int D3DSTATETCb = (1<<16); // the transparent color (black = no) +const int D3DSTATETCw = (1<<17); // the transparent color (white = no) + + +struct D3DTriangle +{ + D3DVERTEX2 triangle[3]; + D3DMATERIAL7 material; + int state; + char texName1[20]; + char texName2[20]; +}; + + +struct D3DObjLevel6 +{ + int totalPossible; + int totalUsed; + D3DMATERIAL7 material; + int state; + D3DTypeTri type; // D3DTYPE6x + D3DVERTEX2 vertex[1]; +}; + +struct D3DObjLevel5 +{ + int totalPossible; + int totalUsed; + int reserve; + D3DObjLevel6* table[1]; +}; + +struct D3DObjLevel4 +{ + int totalPossible; + int totalUsed; + float min, max; + D3DObjLevel5* table[1]; +}; + +struct D3DObjLevel3 +{ + int totalPossible; + int totalUsed; + int objRank; + D3DObjLevel4* table[1]; +}; + +struct D3DObjLevel2 +{ + int totalPossible; + int totalUsed; + char texName1[20]; + char texName2[20]; + D3DObjLevel3* table[1]; +}; + +struct D3DObjLevel1 +{ + int totalPossible; + int totalUsed; + D3DObjLevel2* table[1]; +}; + + +struct D3DObject +{ + char bUsed; // true -> object exists + char bVisible; // true -> visible object + char bDrawWorld; // true -> shape behind the interface + char bDrawFront; // true -> shape before the interface + int totalTriangle; // number of triangles used + D3DTypeObj type; // type of the object (TYPE*) + Math::Matrix transform; // transformation matrix + float distance; // distance point of view - original + Math::Vector bboxMin; // bounding box of the object + Math::Vector bboxMax; // (the origin 0, 0, 0 is always included) + float radius; // radius of the sphere at the origin + int shadowRank; // rank of the associated shadow + float transparency; // transparency of the object (0 .. 1) +}; + +struct D3DShadow +{ + char bUsed; // true -> object exists + char bHide; // true -> invisible shadow (object carried by ex.) + int objRank; // rank of the object + D3DShadowType type; // type of shadow + Math::Vector pos; // position for the shadow + Math::Vector normal; // normal terrain + float angle; // angle of the shadow + float radius; // radius of the shadow + float intensity; // intensity of the shadow + float height; // height from the ground +}; + +struct D3DGroundSpot +{ + char bUsed; // true -> object exists + D3DCOLORVALUE color; // color of the shadow + float min, max; // altitudes min / max + float smooth; // transition area + Math::Vector pos; // position for the shadow + float radius; // radius of the shadow + Math::Vector drawPos; // drawn to position the shade + float drawRadius; // radius of the shadow drawn +}; + +struct D3DGroundMark +{ + char bUsed; // true -> object exists + char bDraw; // true -> drawn mark + int phase; // 1 = increase, 2 = fixed, 3 = decrease + float delay[3]; // time for 3 phases + float fix; // fixed time + Math::Vector pos; // position for marks + float radius; // radius of marks + float intensity; // color intensity + Math::Vector drawPos; // drawn in position marks + float drawRadius; // radius marks drawn + float drawIntensity; // current drawn + int dx, dy; // dimensions table + char* table; // pointer to the table +}; + + + +class CD3DEngine +{ +public: + CD3DEngine(CInstanceManager *iMan, CD3DApplication *app); + ~CD3DEngine(); + + void SetD3DDevice(LPDIRECT3DDEVICE7 device); + LPDIRECT3DDEVICE7 RetD3DDevice(); + + void SetTerrain(CTerrain* terrain); + + bool WriteProfile(); + + void SetPause(bool bPause); + bool RetPause(); + + void SetMovieLock(bool bLock); + bool RetMovieLock(); + + void SetShowStat(bool bShow); + bool RetShowStat(); + + void SetRenderEnable(bool bEnable); + + HRESULT OneTimeSceneInit(); + HRESULT InitDeviceObjects(); + HRESULT DeleteDeviceObjects(); + HRESULT RestoreSurfaces(); + HRESULT Render(); + HRESULT FrameMove(float rTime); + void StepSimul(float rTime); + HRESULT FinalCleanup(); + void AddStatisticTriangle(int nb); + int RetStatisticTriangle(); + void SetHiliteRank(int *rankList); + bool GetHilite(Math::Point &p1, Math::Point &p2); + bool GetSpriteCoord(int &x, int &y); + void SetInfoText(int line, char* text); + char* RetInfoText(int line); + LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); + void FirstExecuteAdapt(bool bFirst); + int GetVidMemTotal(); + bool IsVideo8MB(); + bool IsVideo32MB(); + + bool EnumDevices(char *bufDevices, int lenDevices, char *bufModes, int lenModes, int &totalDevices, int &selectDevices, int &totalModes, int &selectModes); + bool RetFullScreen(); + bool ChangeDevice(char *device, char *mode, bool bFull); + + Math::Matrix* RetMatView(); + Math::Matrix* RetMatLeftView(); + Math::Matrix* RetMatRightView(); + + void TimeInit(); + void TimeEnterGel(); + void TimeExitGel(); + float TimeGet(); + + int RetRestCreate(); + int CreateObject(); + void FlushObject(); + bool DeleteObject(int objRank); + bool SetDrawWorld(int objRank, bool bDraw); + bool SetDrawFront(int objRank, bool bDraw); + bool AddTriangle(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate); + bool AddSurface(int objRank, D3DVERTEX2* vertex, int nb, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate); + bool AddQuick(int objRank, D3DObjLevel6* buffer, char* texName1, char* texName2, float min, float max, bool bGlobalUpdate); + D3DObjLevel6* SearchTriangle(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max); + void ChangeLOD(); + bool ChangeSecondTexture(int objRank, char* texName2); + int RetTotalTriangles(int objRank); + int GetTriangles(int objRank, float min, float max, D3DTriangle* buffer, int size, float percent); + bool GetBBox(int objRank, Math::Vector &min, Math::Vector &max); + bool ChangeTextureMapping(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, D3DMaping mode, float au, float bu, float av, float bv); + bool TrackTextureMapping(int objRank, const D3DMATERIAL7 &mat, int state, char* texName1, char* texName2, float min, float max, D3DMaping mode, float pos, float factor, float tl, float ts, float tt); + bool SetObjectTransform(int objRank, const Math::Matrix &transform); + bool GetObjectTransform(int objRank, Math::Matrix &transform); + bool SetObjectType(int objRank, D3DTypeObj type); + D3DTypeObj RetObjectType(int objRank); + bool SetObjectTransparency(int objRank, float value); + + bool ShadowCreate(int objRank); + void ShadowDelete(int objRank); + bool SetObjectShadowHide(int objRank, bool bHide); + bool SetObjectShadowType(int objRank, D3DShadowType type); + bool SetObjectShadowPos(int objRank, const Math::Vector &pos); + bool SetObjectShadowNormal(int objRank, const Math::Vector &n); + bool SetObjectShadowAngle(int objRank, float angle); + bool SetObjectShadowRadius(int objRank, float radius); + bool SetObjectShadowIntensity(int objRank, float intensity); + bool SetObjectShadowHeight(int objRank, float h); + float RetObjectShadowRadius(int objRank); + + void GroundSpotFlush(); + int GroundSpotCreate(); + void GroundSpotDelete(int rank); + bool SetObjectGroundSpotPos(int rank, const Math::Vector &pos); + bool SetObjectGroundSpotRadius(int rank, float radius); + bool SetObjectGroundSpotColor(int rank, D3DCOLORVALUE color); + bool SetObjectGroundSpotMinMax(int rank, float min, float max); + bool SetObjectGroundSpotSmooth(int rank, float smooth); + + int GroundMarkCreate(Math::Vector pos, float radius, float delay1, float delay2, float delay3, int dx, int dy, char* table); + bool GroundMarkDelete(int rank); + + void Update(); + + void SetViewParams(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, const Math::Vector &vUpVec, FLOAT fEyeDistance); + + bool FreeTexture(char* name); + bool LoadTexture(char* name, int stage=0); + bool LoadAllTexture(); + + void SetLimitLOD(int rank, float limit); + float RetLimitLOD(int rank, bool bLast=false); + + void SetTerrainVision(float vision); + + void SetGroundSpot(bool bMode); + bool RetGroundSpot(); + void SetShadow(bool bMode); + bool RetShadow(); + void SetDirty(bool bMode); + bool RetDirty(); + void SetFog(bool bMode); + bool RetFog(); + bool RetStateColor(); + + void SetSecondTexture(int texNum); + int RetSecondTexture(); + + void SetRankView(int rank); + int RetRankView(); + + void SetDrawWorld(bool bDraw); + void SetDrawFront(bool bDraw); + + void SetAmbiantColor(D3DCOLOR color, int rank=0); + D3DCOLOR RetAmbiantColor(int rank=0); + + void SetWaterAddColor(D3DCOLORVALUE color); + D3DCOLORVALUE RetWaterAddColor(); + + void SetFogColor(D3DCOLOR color, int rank=0); + D3DCOLOR RetFogColor(int rank=0); + + void SetDeepView(float length, int rank=0, bool bRef=false); + float RetDeepView(int rank=0); + + void SetFogStart(float start, int rank=0); + float RetFogStart(int rank=0); + + void SetBackground(char *name, D3DCOLOR up=0, D3DCOLOR down=0, D3DCOLOR cloudUp=0, D3DCOLOR cloudDown=0, bool bFull=false, bool bQuarter=false); + void RetBackground(char *name, D3DCOLOR &up, D3DCOLOR &down, D3DCOLOR &cloudUp, D3DCOLOR &cloudDown, bool &bFull, bool &bQuarter); + void SetFrontsizeName(char *name); + void SetOverFront(bool bFront); + void SetOverColor(D3DCOLOR color=0, int mode=D3DSTATETCb); + + void SetParticuleDensity(float value); + float RetParticuleDensity(); + float ParticuleAdapt(float factor); + + void SetClippingDistance(float value); + float RetClippingDistance(); + + void SetObjectDetail(float value); + float RetObjectDetail(); + + void SetGadgetQuantity(float value); + float RetGadgetQuantity(); + + void SetTextureQuality(int value); + int RetTextureQuality(); + + void SetTotoMode(bool bPresent); + bool RetTotoMode(); + + void SetLensMode(bool bPresent); + bool RetLensMode(); + + void SetWaterMode(bool bPresent); + bool RetWaterMode(); + + void SetBlitzMode(bool bPresent); + bool RetBlitzMode(); + + void SetSkyMode(bool bPresent); + bool RetSkyMode(); + + void SetBackForce(bool bPresent); + bool RetBackForce(); + + void SetPlanetMode(bool bPresent); + bool RetPlanetMode(); + + void SetLightMode(bool bPresent); + bool RetLightMode(); + + void SetEditIndentMode(bool bAuto); + bool RetEditIndentMode(); + + void SetEditIndentValue(int value); + int RetEditIndentValue(); + + void SetSpeed(float speed); + float RetSpeed(); + + void SetTracePrecision(float factor); + float RetTracePrecision(); + + void SetFocus(float focus); + float RetFocus(); + Math::Vector RetEyePt(); + Math::Vector RetLookatPt(); + float RetEyeDirH(); + float RetEyeDirV(); + POINT RetDim(); + void UpdateMatProj(); + + void ApplyChange(); + + void FlushPressKey(); + void ResetKey(); + void SetKey(int keyRank, int option, int key); + int RetKey(int keyRank, int option); + + void SetJoystick(bool bEnable); + bool RetJoystick(); + + void SetDebugMode(bool bMode); + bool RetDebugMode(); + bool RetSetupMode(); + + bool IsVisiblePoint(const Math::Vector &pos); + + int DetectObject(Math::Point mouse); + void SetState(int state, D3DCOLOR color=0xffffffff); + void SetTexture(char *name, int stage=0); + void SetMaterial(const D3DMATERIAL7 &mat); + + void MoveMousePos(Math::Point pos); + void SetMousePos(Math::Point pos); + Math::Point RetMousePos(); + void SetMouseType(D3DMouse type); + D3DMouse RetMouseType(); + void SetMouseHide(bool bHide); + bool RetMouseHide(); + void SetNiceMouse(bool bNice); + bool RetNiceMouse(); + bool RetNiceMouseCap(); + + CText* RetText(); + + bool ChangeColor(char *name, D3DCOLORVALUE colorRef1, D3DCOLORVALUE colorNew1, D3DCOLORVALUE colorRef2, D3DCOLORVALUE colorNew2, float tolerance1, float tolerance2, Math::Point ts, Math::Point ti, Math::Point *pExclu=0, float shift=0.0f, bool bHSV=false); + bool OpenImage(char *name); + bool CopyImage(); + bool LoadImage(); + bool ScrollImage(int dx, int dy); + bool SetDot(int x, int y, D3DCOLORVALUE color); + bool CloseImage(); + bool WriteScreenShot(char *filename, int width, int height); + bool GetRenderDC(HDC &hDC); + bool ReleaseRenderDC(HDC &hDC); + PBITMAPINFO CreateBitmapInfoStruct(HBITMAP hBmp); + bool CreateBMPFile(LPTSTR pszFile, PBITMAPINFO pbi, HBITMAP hBMP, HDC hDC); + +protected: + void MemSpace1(D3DObjLevel1 *&p, int nb); + void MemSpace2(D3DObjLevel2 *&p, int nb); + void MemSpace3(D3DObjLevel3 *&p, int nb); + void MemSpace4(D3DObjLevel4 *&p, int nb); + void MemSpace5(D3DObjLevel5 *&p, int nb); + void MemSpace6(D3DObjLevel6 *&p, int nb); + + D3DObjLevel2* AddLevel1(D3DObjLevel1 *&p1, char* texName1, char* texName2); + D3DObjLevel3* AddLevel2(D3DObjLevel2 *&p2, int objRank); + D3DObjLevel4* AddLevel3(D3DObjLevel3 *&p3, float min, float max); + D3DObjLevel5* AddLevel4(D3DObjLevel4 *&p4, int reserve); + D3DObjLevel6* AddLevel5(D3DObjLevel5 *&p5, D3DTypeTri type, const D3DMATERIAL7 &mat, int state, int nb); + + bool IsVisible(int objRank); + bool DetectBBox(int objRank, Math::Point mouse); + bool DetectTriangle(Math::Point mouse, D3DVERTEX2 *triangle, int objRank, float &dist); + bool TransformPoint(Math::Vector &p2D, int objRank, Math::Vector p3D); + void ComputeDistance(); + void UpdateGeometry(); + void RenderGroundSpot(); + void DrawShadow(); + void DrawBackground(); + void DrawBackgroundGradient(D3DCOLOR up, D3DCOLOR down); + void DrawBackgroundImageQuarter(Math::Point p1, Math::Point p2, char *name); + void DrawBackgroundImage(); + void DrawPlanet(); + void DrawFrontsize(); + void DrawOverColor(); + bool GetBBox2D(int objRank, Math::Point &min, Math::Point &max); + void DrawHilite(); + void DrawMouse(); + void DrawSprite(Math::Point pos, Math::Point dim, int icon); + +protected: + CInstanceManager* m_iMan; + CD3DApplication* m_app; + LPDIRECT3DDEVICE7 m_pD3DDevice; + CText* m_text; + CLight* m_light; + CParticule* m_particule; + CWater* m_water; + CCloud* m_cloud; + CBlitz* m_blitz; + CPlanet* m_planet; + CSound* m_sound; + CTerrain* m_terrain; + + int m_blackSrcBlend[2]; + int m_blackDestBlend[2]; + int m_whiteSrcBlend[2]; + int m_whiteDestBlend[2]; + int m_diffuseSrcBlend[2]; + int m_diffuseDestBlend[2]; + int m_alphaSrcBlend[2]; + int m_alphaDestBlend[2]; + + Math::Matrix m_matProj; + Math::Matrix m_matLeftView; + Math::Matrix m_matRightView; + Math::Matrix m_matView; + float m_focus; + + Math::Matrix m_matWorldInterface; + Math::Matrix m_matProjInterface; + Math::Matrix m_matViewInterface; + + DWORD m_baseTime; + DWORD m_stopTime; + float m_absTime; + float m_lastTime; + float m_speed; + bool m_bPause; + bool m_bRender; + bool m_bMovieLock; + + POINT m_dim; + POINT m_lastDim; + D3DObjLevel1* m_objectPointer; + int m_objectParamTotal; + D3DObject* m_objectParam; + int m_shadowTotal; + D3DShadow* m_shadow; + D3DGroundSpot* m_groundSpot; + D3DGroundMark m_groundMark; + Math::Vector m_eyePt; + Math::Vector m_lookatPt; + float m_eyeDirH; + float m_eyeDirV; + int m_rankView; + D3DCOLOR m_ambiantColor[2]; + D3DCOLOR m_backColor[2]; + D3DCOLOR m_fogColor[2]; + float m_deepView[2]; + float m_fogStart[2]; + D3DCOLORVALUE m_waterAddColor; + int m_statisticTriangle; + bool m_bUpdateGeometry; + char m_infoText[10][200]; + int m_alphaMode; + bool m_bStateColor; + bool m_bForceStateColor; + bool m_bGroundSpot; + bool m_bShadow; + bool m_bDirty; + bool m_bFog; + bool m_bFirstGroundSpot; + int m_secondTexNum; + char m_backgroundName[50]; + D3DCOLOR m_backgroundColorUp; + D3DCOLOR m_backgroundColorDown; + D3DCOLOR m_backgroundCloudUp; + D3DCOLOR m_backgroundCloudDown; + bool m_bBackgroundFull; + bool m_bBackgroundQuarter; + bool m_bOverFront; + D3DCOLOR m_overColor; + int m_overMode; + char m_frontsizeName[50]; + bool m_bDrawWorld; + bool m_bDrawFront; + float m_limitLOD[2]; + float m_particuleDensity; + float m_clippingDistance; + float m_lastClippingDistance; + float m_objectDetail; + float m_lastObjectDetail; + float m_terrainVision; + float m_gadgetQuantity; + int m_textureQuality; + bool m_bTotoMode; + bool m_bLensMode; + bool m_bWaterMode; + bool m_bSkyMode; + bool m_bBackForce; + bool m_bPlanetMode; + bool m_bLightMode; + bool m_bEditIndentMode; + int m_editIndentValue; + float m_tracePrecision; + + int m_hiliteRank[100]; + bool m_bHilite; + Math::Point m_hiliteP1; + Math::Point m_hiliteP2; + + int m_lastState; + D3DCOLOR m_lastColor; + char m_lastTexture[2][50]; + D3DMATERIAL7 m_lastMaterial; + + Math::Point m_mousePos; + D3DMouse m_mouseType; + bool m_bMouseHide; + bool m_bNiceMouse; + + LPDIRECTDRAWSURFACE7 m_imageSurface; + DDSURFACEDESC2 m_imageDDSD; + WORD* m_imageCopy; + int m_imageDX; + int m_imageDY; +}; + + |