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Engine directory for ticket #1
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Engine/source/T3D/gameTSCtrl.h
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78
Engine/source/T3D/gameTSCtrl.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GAMETSCTRL_H_
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#define _GAMETSCTRL_H_
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#ifndef _GAME_H_
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#include "app/game.h"
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#endif
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#ifndef _GUITSCONTROL_H_
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#include "gui/3d/guiTSControl.h"
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#endif
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#ifdef TORQUE_DEMO_WATERMARK
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#ifndef _WATERMARK_H_
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#include "demo/watermark/watermark.h"
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#endif
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#endif
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class ProjectileData;
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class GameBase;
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//----------------------------------------------------------------------------
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class GameTSCtrl : public GuiTSCtrl
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{
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private:
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typedef GuiTSCtrl Parent;
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#ifdef TORQUE_DEMO_WATERMARK
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Watermark mWatermark;
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#endif
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void makeScriptCall(const char *func, const GuiEvent &evt) const;
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public:
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GameTSCtrl();
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DECLARE_CONOBJECT(GameTSCtrl);
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DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." );
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bool processCameraQuery(CameraQuery *query);
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void renderWorld(const RectI &updateRect);
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// GuiControl
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virtual void onMouseDown(const GuiEvent &evt);
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virtual void onRightMouseDown(const GuiEvent &evt);
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virtual void onMiddleMouseDown(const GuiEvent &evt);
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virtual void onMouseUp(const GuiEvent &evt);
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virtual void onRightMouseUp(const GuiEvent &evt);
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virtual void onMiddleMouseUp(const GuiEvent &evt);
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void onMouseMove(const GuiEvent &evt);
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void onRender(Point2I offset, const RectI &updateRect);
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virtual bool onAdd();
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};
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#endif
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