Example #1
0
CEOSSPropertySheet::CEOSSPropertySheet(
	UINT nIDCaption, 
	CEOSSInstrument* pParentWnd)
	:CPropertySheet(nIDCaption, pParentWnd, 0),
	m_pParent(pParentWnd)
{
	m_pCaption[0] = NULL;
	FinishConstruction();
}
Example #2
0
CEOSSPropertySheet::CEOSSPropertySheet(
	LPCTSTR pszCaption, 
	CEOSSInstrument* pParentWnd)
	:CPropertySheet(pszCaption, pParentWnd, 0),
	m_pParent(pParentWnd)
{
	strcpy(m_pCaption,pszCaption);
	FinishConstruction();
}
Example #3
0
	//////////////////////////////////////////////////////////////////////////////
	// DDSurfaceImpl() - constructor 1.
	// Create a	video memory surface
	//////////////////////////////////////////////////////////////////////////////
	DDSurfaceImpl(	DDDevice*		  pdddevice,
					SurfaceType	  stype,
					PixelFormat*	  ppf,
					PrivatePalette* ppalette,
				const WinPoint&		  size	) :
		m_pdddevice(pdddevice),
		m_pengine(pdddevice->GetEngine()),
		m_stype(stype),
		m_ppalette(ppalette),
		m_size(size),
		m_bSharedMemory(false)
	{
		m_data.m_ppf   = ppf;

		Initialize();

		_ASSERT( false );			// CREATE A D3D TEXTURE HERE.

		// Figure out the DD caps
		DWORD caps = DDSCAPS_VIDEOMEMORY;

		if (Is3D())	
		{
			caps |=	DDSCAPS_3DDEVICE;
		} 
		else 
		{
			if (m_bTextureSize)	
			{
				caps |=	DDSCAPS_TEXTURE;
			}
			else 
			{
				caps |=	DDSCAPS_OFFSCREENPLAIN;
			}
		}

		// Create the surface
		_ASSERT( false );
//		m_data.m_pdds =	m_pdddevice->CreateSurface(size, caps, ppf,	true);

		// Was there enough	memory to allocate the surface?	
//		if( m_data.m_pdds != NULL )
		if( m_data.m_pd3dtexture != NULL )
		{
			// Get the pitch
			D3DSURFACE_DESC ddsd;
			m_data.m_pd3dtexture->GetLevelDesc( 0, &ddsd );

//			DDSDescription ddsd;
//			DDCall(m_data.m_pdds->GetSurfaceDesc(&ddsd));
			//m_pitch	= ddsd.lPitch;

			// Do any other	common construction	tasks
			FinishConstruction();
		}
	}
Example #4
0
void CStructure::ConstructionTurn()
{
	if (!m_flConstructionTurnTime)
		return;

	m_flConstructionTurnTime = 0;

	if (m_iTurnsToConstruct <= 0)
		return;

	m_iTurnsToConstruct--;

	if (GameData().GetCommandMenu())
		SetupMenuButtons();

	if (!m_iTurnsToConstruct)
		FinishConstruction();
}
Example #5
0
CHHMRInst::CHHMRInst(CWnd* Parent, char *inifile) : CISO(inifile)
{
//	TRACE("CHHMRInst::CTOR #2\n");
	m_pParent = Parent;
	FinishConstruction();
}
Example #6
0
// CHHMRInst
CHHMRInst::CHHMRInst()
{
//	TRACE("CHHMRInst::CTOR #1\n");
	m_pParent = NULL;
	FinishConstruction();
}
Example #7
0
	DDSurfaceImpl(	DDDevice *			pdddevice,
					SurfaceType			stype,
					PixelFormat*		ppf,
					PrivatePalette*		ppalette,
				const WinPoint&			size,
					int					pitch,
					BYTE*				pbits	) :
									m_pdddevice(pdddevice),
									m_pengine(pdddevice->GetEngine()),
									m_stype(stype),
									m_ppalette(ppalette),
									m_size(size)
	{

		// initialize
		m_pitch		   = pitch;
		m_data.m_ppf   = ppf;

		Initialize();

		// Create a TEXTURE.
		IDirect3DDeviceX * pD3DDev = pdddevice->GetD3DDevice()->GetD3DDeviceX();
		_ASSERT( pD3DDev != NULL );

		// For speed, what we should be doing is creating the texture in D3DPOOL_DEFAULT, then creating a seperate
		// texture in D3DPOOL_SYSTEMMEM, and using UpdateTexture to update the VRAM version.
		// For now, we create managed so that we can easily copy our texture data into it.
		HRESULT hr = pD3DDev->CreateTexture(	m_size.X(),
												m_size.Y(),
												1,
												0,
												m_data.m_ppf->GetEquivalentD3DFormat(),
												D3DPOOL_MANAGED,
												&m_data.m_pd3dtexture,
												NULL );

		DDCall( hr );

		// Lock the texture and copy our data in.
		D3DLOCKED_RECT lockRect;
		hr = m_data.m_pd3dtexture->LockRect( 0, &lockRect, NULL, D3DLOCK_DISCARD );

		DDCall( hr );

		m_pitch = lockRect.Pitch;
		BYTE * pDest = (BYTE*) lockRect.pBits;

		for	(int y = 0;	y <	m_size.Y();	y++) 
		{
			memcpy( pDest + y * m_pitch, 
					pDest + y * pitch, 
					pitch );
		}

		// Unlock.
		hr = m_data.m_pd3dtexture->UnlockRect( 0 );
		DDCall( hr );

		// Do any other	common construction	tasks
		FinishConstruction();

		// Is the memory writable?
/*		MEMORY_BASIC_INFORMATION meminfo;
		ZVerify(VirtualQuery(pbits,	&meminfo, sizeof(meminfo)) == sizeof(meminfo));
		m_bSharedMemory	= ( ( meminfo.Protect & 
							(PAGE_READWRITE | PAGE_EXECUTE_READWRITE | PAGE_WRITECOPY | PAGE_EXECUTE_WRITECOPY) ) != 0 );

		// initialize
		m_pitch		   = pitch;
		m_data.m_ppf   = ppf;

		Initialize();

		// Figure out the DD caps
		DWORD caps = DDSCAPS_SYSTEMMEMORY;

		if (Is3D())	
		{
			caps |=	DDSCAPS_3DDEVICE;
		}

		if (m_bTextureSize)	
		{
			caps |=	DDSCAPS_TEXTURE;
		} 
		else 
		{
			caps |=	DDSCAPS_OFFSCREENPLAIN;
		}

		// Create the surface
		DDSDescription ddsd;

		ddsd.dwFlags			= DDSD_HEIGHT | DDSD_WIDTH | DDSD_CAPS | DDSD_PIXELFORMAT | DDSD_PITCH;
		ddsd.dwWidth			= m_size.X();
		ddsd.dwHeight			= m_size.Y();
		ddsd.lPitch				= pitch;
		ddsd.ddsCaps.dwCaps		= caps;
		ddsd.ddpfPixelFormat	= m_data.m_ppf->GetDDPF();

		if( m_bSharedMemory )
		{
			_ASSERT( false );
			// use the passed in memory
			ddsd.dwFlags   = ddsd.dwFlags |	DDSD_LPSURFACE;
			ddsd.lpSurface = pbits;
			HRESULT	hr = m_pdddevice->GetDD()->CreateSurface(&ddsd,	&m_data.m_pdds,	NULL);
			DDCall(hr);

			#ifdef _DEBUG
				DDSDescription ddsd;
				DDCall(m_data.m_pdds->GetSurfaceDesc(&ddsd));
				ZAssert(pitch == ddsd.lPitch);
			#endif

			m_pitch	= pitch;
		} 
		else 
		{
			_ASSERT( false );
			// Let directx allocate	the	memory
			HRESULT	hr = m_pdddevice->GetDD()->CreateSurface(&ddsd,	&m_data.m_pdds,	NULL);
			DDCall(hr);

			// Copy	the	bits over
			DDCall(m_data.m_pdds->Lock(NULL, &ddsd,	DDLOCK_SURFACEMEMORYPTR	| DDLOCK_WAIT, NULL));
			m_pitch	= ddsd.Pitch();

			ZAssert(pitch <= m_pitch);

			for	(int y = 0;	y <	m_size.Y();	y++) 
			{
				memcpy( ddsd.Pointer() + y * m_pitch, pbits	+ y * pitch, pitch );
			}

			DDCall(m_data.m_pdds->Unlock(NULL));
		}

		// Do any other	common construction	tasks
		FinishConstruction();*/
	}