quake3/q3radiant/TexWnd.h

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2005-08-19 00:00:00 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#if !defined(AFX_TEXWND_H__44B4BA05_781B_11D1_B53C_00AA00A410FC__INCLUDED_)
#define AFX_TEXWND_H__44B4BA05_781B_11D1_B53C_00AA00A410FC__INCLUDED_
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
// TexWnd.h : header file
//
#include "texedit.h"
/////////////////////////////////////////////////////////////////////////////
// CTexWnd window
class CTexWnd : public CWnd
{
DECLARE_DYNCREATE(CTexWnd);
// Construction
public:
CTexWnd();
void UpdateFilter(const char* pFilter);
void UpdatePrefs();
void FocusEdit();
// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CTexWnd)
protected:
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CTexWnd();
protected:
CTexEdit m_wndFilter;
CButton m_wndShaders;
bool m_bNeedRange;
// Generated message map functions
protected:
//{{AFX_MSG(CTexWnd)
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnParentNotify(UINT message, LPARAM lParam);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnPaint();
afx_msg void OnVScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
afx_msg void OnTexturesFlush();
//}}AFX_MSG
afx_msg void OnShaderClick();
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_TEXWND_H__44B4BA05_781B_11D1_B53C_00AA00A410FC__INCLUDED_)