256 lines
8.1 KiB
C
256 lines
8.1 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/W3DView/TextureMgrDialog.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/01/01 3:16p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if !defined(AFX_TEXTUREMGRDIALOG_H__3F61844D_CDEA_11D2_9FFC_00104B791122__INCLUDED_)
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#define AFX_TEXTUREMGRDIALOG_H__3F61844D_CDEA_11D2_9FFC_00104B791122__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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#include "Vector.H"
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#include "RendObj.H"
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#include "Utils.H"
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#include "Resource.H"
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#include "DialogToolbar.H"
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#include "texture.h"
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// Forward declarations
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class MeshClass;
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#ifdef WW3D_DX8
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/////////////////////////////////////////////////////////////////////////////
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//
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// Constants
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//
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const int ICON_MESH = 0;
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const int ICON_DEF_TEXTURE = 1;
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#define TEXTURE_NODE_LIST DynamicVectorClass <class TextureListNodeClass *>
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/////////////////////////////////////////////////////////////////////////////
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//
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// TextureListNodeClass
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//
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class TextureListNodeClass
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{
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public:
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typedef enum
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{
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TYPE_MESH = 0,
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TYPE_TEXTURE,
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TYPE_COUNT
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} NODE_TYPE;
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////////////////////////////////////////////////////////////
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//
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// Public constructors/destructors
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//
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TextureListNodeClass (LPCTSTR name = NULL)
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: m_pTexture (NULL),
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m_Type (TYPE_MESH),
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m_pParent (NULL),
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m_Name (name),
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m_TextureIndex (0),
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m_IconIndex (ICON_MESH) {}
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TextureListNodeClass (TextureClass *ptexture, LPCTSTR name = NULL)
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: m_pTexture (NULL),
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m_Type (TYPE_TEXTURE),
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m_pParent (NULL),
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m_Name (name),
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m_TextureIndex (0),
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m_IconIndex (ICON_DEF_TEXTURE) { MEMBER_ADD (m_pTexture, ptexture); }
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~TextureListNodeClass (void) { MEMBER_RELEASE (m_pTexture); Free_Subobj_List (); }
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////////////////////////////////////////////////////////////
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//
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// Public methods
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//
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void Set_Name (LPCTSTR name) { m_Name = name; }
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LPCTSTR Get_Name (void) const { return m_Name; }
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NODE_TYPE Get_Type (void) const { return m_Type; }
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void Set_Type (NODE_TYPE type) { m_Type = type; }
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TextureClass * Peek_Texture (void) const { return m_pTexture; }
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void Set_Texture (TextureClass *ptex) { MEMBER_ADD (m_pTexture, ptex); }
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TEXTURE_NODE_LIST & Get_Subobj_List (void) { return m_SubObjectList; }
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void Set_Parent (TextureListNodeClass *pparent) { m_pParent = pparent; }
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TextureListNodeClass * Get_Parent (void) const { return m_pParent; }
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void Add_Subobj (TextureListNodeClass *pchild) { m_SubObjectList.Add (pchild); }
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int Get_Icon_Index (void) const { return m_IconIndex; }
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void Set_Icon_Index (int index) { m_IconIndex = index; }
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int Get_Texture_Index (void) const { return m_TextureIndex; }
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void Set_Texture_Index (int index) { m_TextureIndex = index; }
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protected:
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////////////////////////////////////////////////////////////
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//
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// Protected methods
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//
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void Free_Subobj_List (void);
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private:
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////////////////////////////////////////////////////////////
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//
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// Private member data
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//
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NODE_TYPE m_Type;
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CString m_Name;
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TEXTURE_NODE_LIST m_SubObjectList;
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TextureClass * m_pTexture;
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TextureListNodeClass * m_pParent;
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int m_IconIndex;
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int m_TextureIndex;
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};
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/////////////////////////////////////////////////////////////////////////////
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//
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// Free_Subobj_List
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//
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__inline void
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TextureListNodeClass::Free_Subobj_List (void)
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{
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// Loop through all the subobject entries and free thier pointers
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for (int index = 0; index < m_SubObjectList.Count (); index ++) {
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SAFE_DELETE (m_SubObjectList[index]);
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}
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m_SubObjectList.Delete_All ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// TextureMgrDialogClass dialog
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//
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class TextureMgrDialogClass : public CDialog
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{
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// Construction
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public:
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TextureMgrDialogClass (RenderObjClass *pbase_model, CWnd *pParent = NULL);
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// Dialog Data
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//{{AFX_DATA(TextureMgrDialogClass)
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enum { IDD = IDD_TEXTURE_MANAGMENT };
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CListCtrl m_ListCtrl;
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//}}AFX_DATA
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(TextureMgrDialogClass)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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// Generated message map functions
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//{{AFX_MSG(TextureMgrDialogClass)
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virtual BOOL OnInitDialog();
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virtual void OnOK();
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virtual void OnCancel();
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afx_msg void OnDblclkMeshTextureListCtrl(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnKeydownMeshTextureListCtrl(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnDestroy();
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afx_msg void OnBack();
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afx_msg void OnDetails();
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afx_msg void OnLarge();
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afx_msg void OnList();
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afx_msg void OnSmall();
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afx_msg void OnPropagate();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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public:
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protected:
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////////////////////////////////////////////////////////////////
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//
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// Protected methosd
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//
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void Add_Subobjs_To_List (RenderObjClass *prender_obj);
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void Add_Textures_To_Node (MeshClass *pmesh, TextureListNodeClass *pmesh_node);
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void Fill_List_Ctrl_With_Meshes (void);
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void Fill_List_Ctrl_With_Textures (TextureListNodeClass &pparent);
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int Find_Texture_Thumbnail (LPCTSTR name);
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int Get_Thumbnail (TextureClass *ptexture);
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void Insert_Texture_Details (TextureListNodeClass *pnode, int index);
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private:
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////////////////////////////////////////////////////////////////
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//
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// Private member data
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//
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RenderObjClass * m_pBaseModel;
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TEXTURE_NODE_LIST m_NodeList;
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bool m_bContainsMeshes;
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CImageList * m_pImageList;
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CImageList * m_pImageListSmall;
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CImageList * m_pTextureImageList;
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CImageList * m_pTextureImageListSmall;
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DynamicVectorClass <CString> m_TextureNames;
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DialogToolbarClass m_Toolbar;
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};
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#endif //WW3D_DX8
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_TEXTUREMGRDIALOG_H__3F61844D_CDEA_11D2_9FFC_00104B791122__INCLUDED_)
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