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Class layout for LEGO1 classes (#43)
* Stubbed a bunch of classes and annotated them for later use. Heavily wip and more of pseudocode right now. * Converted pseudocode into real code! * Created a bunch more classes and added more information to exisiting ones Did not error check, this was pushed just for reference * More classes and implementation details. Still not checked for any errors * Fixed code and decided on a way to handle virtual table stubs * Some additional fixes * More smaller fixes * Added classes to project and made it compile * Fixed function adresses that caused the python script to fail * More classes and virtual function resolves. Builds and compares fine. * Again more classes and virtual function resolves. Builds and compares fine. * No clue, I guess forced update for line endings * Finished up some work, compiles fine. All functions are STUB annotated to not pollute reccmp.py output. * line ending change * rename GetClassName/IsClass Mirroring recent changes from master * further conform to current master * update project * cleanup * project only updates when you close msdev --------- Co-authored-by: Cydra <cydra95@gmail.com> Co-authored-by: itsmattkc <34096995+itsmattkc@users.noreply.github.com>
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76
ISLE/isleapp.h
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76
ISLE/isleapp.h
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#ifndef ISLEAPP_H
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#define ISLEAPP_H
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#include <windows.h>
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#include "mxtypes.h"
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#include "mxvideoparam.h"
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class IsleApp
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{
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public:
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IsleApp();
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~IsleApp();
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void Close();
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BOOL SetupLegoOmni();
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void SetupVideoFlags(BOOL fullScreen, BOOL flipSurfaces, BOOL backBuffers,
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BOOL using8bit, BOOL using16bit, BOOL param_6, BOOL param_7,
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BOOL wideViewAngle, char *deviceId);
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MxResult SetupWindow(HINSTANCE hInstance, LPSTR lpCmdLine);
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BOOL ReadReg(LPCSTR name, LPSTR outValue, DWORD outSize);
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int ReadRegBool(LPCSTR name, BOOL *out);
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int ReadRegInt(LPCSTR name, int *out);
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void LoadConfig();
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void Tick(BOOL sleepIfNotNextFrame);
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void SetupCursor(WPARAM wParam);
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// private:
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// 0
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LPSTR m_hdPath;
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LPSTR m_cdPath;
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LPSTR m_deviceId;
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LPSTR m_savePath;
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// 10
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BOOL m_fullScreen;
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BOOL m_flipSurfaces;
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BOOL m_backBuffersInVram;
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BOOL m_using8bit;
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// 20
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BOOL m_using16bit;
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int m_unk24;
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BOOL m_use3dSound;
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BOOL m_useMusic;
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// 30
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BOOL m_useJoystick;
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int m_joystickIndex;
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BOOL m_wideViewAngle;
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int m_islandQuality;
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// 40
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int m_islandTexture;
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int m_gameStarted;
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long m_frameDelta;
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// 4c
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MxVideoParam m_videoParam;
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// 70
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BOOL m_windowActive;
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HWND m_windowHandle;
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BOOL m_drawCursor;
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HCURSOR m_cursorArrow;
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// 80
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HCURSOR m_cursorBusy;
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HCURSOR m_cursorNo;
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HCURSOR m_cursorCurrent;
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};
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#endif // ISLEAPP_H
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