gzdoom/src/win32/resource.h

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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by zdoom.rc
//
#define IDC_SAVEREPORT 8
#define IDNO2 9
#define IDI_ICON1 101
#define IDD_MIDASINITERROR 108
#define IDD_IWADDIALOG 112
#define IDC_INVISIBLECURSOR 114
#define IDD_CRASHDIALOG 122
#define IDD_EAXPROPERTYLIST 123
#define IDD_DIALOG1 124
#define IDD_EAXEDIT 124
#define IDD_DIALOG2 125
#define IDD_NEWEAX 125
#define IDD_DIALOG3 127
#define IDD_DIALOG4 128
#define IDD_SAVEEAX 128
#define IDB_BITMAP1 131
#define IDB_DEADGUY 131
#define IDD_CRASHDETAILS 133
#define IDI_BOING1 137
#define IDI_BOING2 138
#define IDI_BOING3 139
#define IDI_BOING4 140
#define IDI_BOING5 141
#define IDI_BOING6 142
#define IDI_BOING7 143
#define IDI_BOING8 144
#define IDD_BOING 145
#define IDD_CRASHOVERVIEW 147
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#define IDD_ERRORPANE 148
#define IDD_NETSTARTPANE 149
#define IDC_ERRORMESSAGE 1004
#define IDQUIT 1005
#define IDC_IWADLIST 1006
#define IDC_DONTASKIWAD 1007
#define IDC_SPIN1 1010
#define IDC_SPINID1 1010
#define IDC_CRASHINFO 1011
#define IDC_SPINID2 1011
#define IDC_TOOLTIP1 1012
#define IDCE_ENVIRONMENTSIZE 1025
#define IDCS_ENVIRONMENTSIZE 1026
#define IDC_DECAYTIMESCALE 1027
#define IDC_REFLECTIONSSCALE 1028
#define IDC_REFLECTIONSDELAYSCALE 1029
#define IDC_REVERBSCALE 1030
#define IDC_REVERBDELAYSCALE 1031
#define IDC_DECAYHFLIMIT 1032
#define IDC_ECHOTIMESCALE 1033
#define IDC_MODULATIONTIMESCALE 1034
#define IDC_DUMMY 1035
#define IDC_NEW 1036
#define IDC_SAVE 1037
#define IDC_REVERT 1038
#define IDC_CURRENTENVIRONMENT 1039
#define IDC_ID2 1040
#define IDC_ID1 1041
#define IDC_SHOWIDS 1043
#define IDC_LIST3 1047
#define IDC_ENVIRONMENTLIST 1047
#define IDC_SIZEBOX 1048
#define IDC_EDIT1 1049
#define IDC_NEWENVNAME 1049
#define IDC_CRASHFILECONTENTS 1049
#define IDC_BOINGEDIT 1049
#define IDC_EDITID1 1050
#define IDC_EDITID2 1051
#define IDC_HOTKEY1 1053
#define IDC_LIST1 1054
#define IDC_ENVLIST 1054
#define IDC_CRASHFILES 1054
#define IDC_SELECTALL 1055
#define IDC_SELECTNONE 1056
#define IDC_SAVEGROUP 1057
#define IDC_TESTEAX 1058
#define IDC_RICHEDIT21 1059
#define IDC_CRASHHEADER 1059
#define IDC_RICHEDIT22 1061
#define IDC_PLEASETELLUS 1061
#define IDC_BUTTON2 1062
#define IDC_CRASHDETAILS 1062
#define IDC_DEADGUYVIEWER 1063
#define IDC_BOING 1065
#define IDC_CRASHFILESIZE 1066
#define IDC_BUTTON1 1071
#define IDC_BOINGSTATUS 1072
#define IDC_BOINGPROGRESS 1073
#define IDC_TAB1 1074
#define IDC_CRASHTAB 1074
#define IDC_RICHEDIT23 1075
#define IDC_CRASHSUMMARY 1075
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#define IDC_ERRORTEXT 1076
#define IDC_ICONPIC 1077
#define IDC_DIVIDERBAR 1078
#define IDC_PROGRESS1 1079
#define IDC_NETSTARTPROGRESS 1079
#define IDC_NETSTARTMESSAGE 1080
#define IDC_NETSTARTCOUNT 1081
#define IDCE_ENVIRONMENTDIFFUSION 1085
#define IDCS_ENVIRONMENTDIFFUSION 1086
#define IDCE_ROOM 1087
#define IDCS_ROOM 1088
#define IDCE_ROOMHF 1089
#define IDCS_ROOMHF 1090
#define IDCE_ROOMLF 1091
#define IDCS_ROOMLF 1092
#define IDCE_DECAYTIME 1093
#define IDCS_DECAYTIME 1094
#define IDCE_DECAYHFRATIO 1095
#define IDCS_DECAYHFRATIO 1096
#define IDCE_DECAYLFRATIO 1097
#define IDCS_DECAYLFRATIO 1098
#define IDCE_REFLECTIONS 1099
#define IDCS_REFLECTIONS 1100
#define IDCE_REFLECTIONSDELAY 1101
#define IDCS_REFLECTIONSDELAY 1102
#define IDCE_REFLECTIONSPANX 1103
#define IDCS_REFLECTIONSPANX 1104
#define IDCE_REFLECTIONSPANY 1105
#define IDCS_REFLECTIONSPANY 1106
#define IDCE_REFLECTIONSPANZ 1107
#define IDCS_REFLECTIONSPANZ 1108
#define IDCE_REVERB 1109
#define IDCS_REVERB 1110
#define IDCE_REVERBDELAY 1111
#define IDCS_REVERBDELAY 1112
#define IDCE_REVERBPANX 1113
#define IDCS_REVERBPANX 1114
#define IDCE_REVERBPANY 1115
#define IDCS_REVERBPANY 1116
#define IDCE_REVERBPANZ 1117
#define IDCS_REVERBPANZ 1118
#define IDCE_ECHOTIME 1119
#define IDCS_ECHOTIME 1120
#define IDCE_ECHODEPTH 1121
#define IDCS_ECHODEPTH 1122
#define IDCE_MODULATIONTIME 1123
#define IDCS_MODULATIONTIME 1124
#define IDCE_MODULATIONDEPTH 1125
#define IDCS_MODULATIONDEPTH 1126
#define IDCE_AIRABSORPTIONHF 1127
#define IDCS_AIRABSORPTIONHF 1128
#define IDCE_HFREFERENCE 1129
#define IDCS_HFREFERENCE 1130
#define IDCE_LFREFERENCE 1131
#define IDCS_LFREFERENCE 1132
#define IDCE_ROOMROLLOFFFACTOR 1133
#define IDCS_ROOMROLLOFFFACTOR 1134
#define IDCS_REFLECTIONSDELAY2 1135
#define IDCE_MODULATIONTIME2 1135
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#define _APS_NEXT_RESOURCE_VALUE 150
#define _APS_NEXT_COMMAND_VALUE 40001
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work. - Reorganized the network startup loops so now they are event driven. There is a single function that gets called to drive it, and it uses callbacks to perform the different stages of the synchronization. This lets me have a nice, responsive abort button instead of the previous unannounced hit-escape-to- abort behavior, and I think the rearranged code is slightly easier to understand too. - Increased the number of bytes for version info during D_ArbitrateNetStart(), in preparation for the day when NETGAMEVERSION requires more than one byte. - I noticed an issue with Vista RC1 and the new fatal error setup. Even after releasing a DirectDraw or Direct3D interface, the DWM can still use the last image drawn using them when it composites the window. It doesn't always do it but it does often enough that it is a real problem. At this point, I don't know if it's a problem with the release version of Vista or not. After messing around, I discovered the problem was caused by ~Win32Video() hiding the window and then having it immediately shown soon after. The DWM kept an image of the window to do the transition effect with, and then when it didn't get a chance to do the transition, it didn't properly forget about its saved image and kept plastering it on top of everything else underneath. - Added a network synchronization panel to the window during netgame startup. - Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL. Otherwise, classic DECORATE definitions generate a big, fat crash. - Resurrected the R_Init progress bar, now as a standard Windows control. - Removed the sound failure dialog. The FMOD setup already defaulted to no sound if initialization failed, so this only applies when snd_output is set to "alternate" which now also falls back to no sound. In addition, it wasn't working right, and I didn't feel like fixing it for the probably 0% of users it affected. - Fixed: The edit control used for logging output added text in reverse order on Win9x. - Went back to the roots and made graphics initialization one of the last things to happen during setup. Now the startup text is visible again. More importantly, the main window is no longer created invisible, which seems to cause trouble with it not always appearing in the taskbar. The fatal error dialog is now also embedded in the main window instead of being a separate modal dialog, so you can play with the log window to see any problems that might be reported there. Rather than completely restoring the original startup order, I tried to keep things as close to the way they were with early graphics startup. In particular, V_Init() now creates a dummy screen so that things that need screen dimensions can get them. It gets replaced by the real screen later in I_InitGraphics(). Will need to check this under Linux to make sure it didn't cause any problems there. - Removed the following stubs that just called functions in Video: - I_StartModeIterator() - I_NextMode() - I_DisplayType() I_FullscreenChanged() was also removed, and a new fullscreen parameter was added to IVideo::StartModeIterator(), since that's all it controlled. - Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's initialized post-1.22. SVN r416 (trunk)
2006-12-19 04:09:10 +00:00
#define _APS_NEXT_CONTROL_VALUE 1082
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif