246 lines
7.9 KiB
C
246 lines
7.9 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 : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/dialogmgr.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/08/02 6:05p $*
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* *
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* $Revision:: 22 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __DIALOG_MGR_H
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#define __DIALOG_MGR_H
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#include "vector.h"
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#include "vector2.h"
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#include "vector3.h"
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#include "bittype.h"
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#include "wwuiinput.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class DialogBaseClass;
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class DialogControlClass;
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class DialogTransitionClass;
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class ToolTipClass;
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////////////////////////////////////////////////////////////////
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// Public constants
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////////////////////////////////////////////////////////////////
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enum
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{
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VKEY_PRESSED = 0x80,
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VKEY_TOGGLED = 0x01
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};
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////////////////////////////////////////////////////////////////
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//
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// DialogMgrClass
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//
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////////////////////////////////////////////////////////////////
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class DialogMgrClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Library management
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//
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static void Initialize (const char *stylemgr_ini);
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static void Shutdown (void);
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//
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// Per-frame processing
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//
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static void Render (void);
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static void On_Frame_Update (void);
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//
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// Input support
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//
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static void Install_Input (WWUIInputClass *instance) { REF_PTR_SET (Input, instance); }
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static IME::IMEManager* Get_IME(void)
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{return Input->GetIME();}
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static void Show_IME_Message(const wchar_t* message, uint32 duration);
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//
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// Keyboard Input
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//
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static BYTE * Get_Keyboard_State (void) { return KeyboardState; }
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static BYTE Get_VKey_State (BYTE index) { return KeyboardState[index]; }
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static void Reset (void);
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//
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// Mouse Input
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//
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// Note X,Y are screen coordinates, while the Z component is the mouse wheel
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// position.
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//
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static const Vector3 & Get_Mouse_Pos (void) { return Input->Get_Mouse_Pos (); }
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static void Set_Mouse_Pos (const Vector3 &pos) { Input->Set_Mouse_Pos (pos); }
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static const Vector3 & Get_Last_Mouse_Pos (void) { return LastMousePos; }
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static void Set_Last_Mouse_Pos (const Vector3 &pos){ LastMousePos = pos; }
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//
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// Mouse button input
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//
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static bool Is_Button_Down (int vk_mouse_button_id) { return Input->Is_Button_Down (vk_mouse_button_id); };
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static bool Was_Button_Down (int vk_mouse_button_id);
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//
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// Dialog registration
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//
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static void Register_Dialog (DialogBaseClass *dialog);
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static void UnRegister_Dialog (DialogBaseClass *dialog);
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static void Flush_Dialogs (void);
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static bool Is_Flushing_Dialogs(void);
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//
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// Timing support
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//
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static int Get_Time (void) { return CurrTime; }
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static int Get_Frame_Time (void) { return LastFrameTime; }
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//
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// Active dialog support
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//
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static DialogBaseClass* Find_Dialog(int dialogID);
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static void Set_Active_Dialog (DialogBaseClass *dialog);
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static DialogBaseClass * Get_Active_Dialog (void) { return ActiveDialog; }
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static void Rollback (DialogBaseClass *dialog);
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//
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// Control support
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//
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static DialogControlClass * Find_Control (const Vector2 &mouse_pos);
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//
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// Input capture
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//
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static void Set_Capture (DialogControlClass *control);
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static void Release_Capture (void);
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static DialogControlClass * Get_Capture (void) { return InputCapture; }
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//
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// Focus support
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//
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static void Set_Focus (DialogControlClass *control);
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static DialogControlClass * Get_Focus (void) { return FocusControl; }
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//
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// Transition support
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//
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static DialogBaseClass * Peek_Transitioning_Dialog (void) { return TransitionDialog; }
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//
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// Statistics
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//
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static int Get_Dialog_Count (void) { return DialogList.Count (); }
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private:
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////////////////////////////////////////////////////////////////
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// Private constants
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////////////////////////////////////////////////////////////////
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enum
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{
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MB_LBUTTON = 0,
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MB_MBUTTON,
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MB_RBUTTON,
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MB_COUNT,
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};
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////////////////////////////////////////////////////////////////
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// Private methods
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////////////////////////////////////////////////////////////////
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static void On_Dialog_Added (void);
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static void On_Dialog_Removed (void);
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static void Update_Transition (void);
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static void Reset_Inputs (void);
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static void Internal_Set_Active_Dialog (DialogBaseClass *dialog);
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//
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// Keyboard input
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//
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static bool On_Key_Down (uint32 key_id, uint32 key_data);
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static bool On_Key_Up (uint32 key_id);
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static void On_Unicode_Char(uint16 unicode);
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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static DynamicVectorClass<DialogBaseClass *> DialogList;
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static DialogBaseClass ** TestArray;
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static int TestArrayCount;
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static int TestArrayMaxCount;
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static bool IsFirstRender;
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static bool IsInMenuMode;
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static DialogBaseClass * ActiveDialog;
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static BYTE KeyboardState[256];
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static bool LastMouseButtonState[MB_COUNT];
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static DialogControlClass * InputCapture;
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static DialogControlClass * FocusControl;
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static WWUIInputClass * Input;
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static DialogTransitionClass * Transition;
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static DialogBaseClass * TransitionDialog;
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static DialogBaseClass * PendingActiveDialog;
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static uint32 CurrTime;
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static uint32 LastFrameTime;
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static Vector3 LastMousePos;
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static bool IsFlushing;
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static ToolTipClass* mIMEMessage;
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static uint32 mIMEMessageTime;
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////////////////////////////////////////////////////////////////
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// Friend classes
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////////////////////////////////////////////////////////////////
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friend WWUIInputClass;
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};
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#endif //__DIALOG_MGR_H
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