89 lines
2.7 KiB
C
89 lines
2.7 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#if !defined(AFX_TEXWND_H__44B4BA05_781B_11D1_B53C_00AA00A410FC__INCLUDED_)
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#define AFX_TEXWND_H__44B4BA05_781B_11D1_B53C_00AA00A410FC__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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// TexWnd.h : header file
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//
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#include "texedit.h"
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/////////////////////////////////////////////////////////////////////////////
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// CTexWnd window
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class CTexWnd : public CWnd
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{
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DECLARE_DYNCREATE(CTexWnd);
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// Construction
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public:
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CTexWnd();
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void UpdateFilter(const char* pFilter);
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void UpdatePrefs();
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void FocusEdit();
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CTexWnd)
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protected:
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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virtual ~CTexWnd();
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protected:
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CTexEdit m_wndFilter;
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CButton m_wndShaders;
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bool m_bNeedRange;
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// Generated message map functions
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protected:
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//{{AFX_MSG(CTexWnd)
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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afx_msg void OnSize(UINT nType, int cx, int cy);
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afx_msg void OnParentNotify(UINT message, LPARAM lParam);
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afx_msg void OnTimer(UINT nIDEvent);
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afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnPaint();
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afx_msg void OnVScroll(UINT nSBCode, UINT nPos, CScrollBar* pScrollBar);
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afx_msg void OnTexturesFlush();
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//}}AFX_MSG
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afx_msg void OnShaderClick();
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_TEXWND_H__44B4BA05_781B_11D1_B53C_00AA00A410FC__INCLUDED_)
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