Commit 3ef1b183 authored by hybrid's avatar hybrid

Fix eol-style for all code files to CRLF for simpler file handling.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2525 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 1ff81da7
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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by 9.Meshviewer.rc
//
#define IDI_ICON1 101
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 102
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by 9.Meshviewer.rc
//
#define IDI_ICON1 101
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 102
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif
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/*!
Sound Factory.
provides a sound interface
*/
#ifndef __QUAKE3_SOUND__H_INCLUDED__
#define __QUAKE3_SOUND__H_INCLUDED__
#include <irrlicht.h>
using namespace irr;
void sound_init ( IrrlichtDevice *device );
void sound_shutdown ();
void background_music ( const c8 * file );
#endif // __QUAKE3_SOUND__H_INCLUDED__
/*!
Sound Factory.
provides a sound interface
*/
#ifndef __QUAKE3_SOUND__H_INCLUDED__
#define __QUAKE3_SOUND__H_INCLUDED__
#include <irrlicht.h>
using namespace irr;
void sound_init ( IrrlichtDevice *device );
void sound_shutdown ();
void background_music ( const c8 * file );
#endif // __QUAKE3_SOUND__H_INCLUDED__
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// This is a Demo of the Irrlicht Engine (c) 2005 by N.Gebhardt.
// This file is not documentated.
#ifndef __C_MAIN_MENU_H_INCLUDED__
#define __C_MAIN_MENU_H_INCLUDED__
#include <irrlicht.h>
using namespace irr;
class CMainMenu : public IEventReceiver
{
public:
CMainMenu();
bool run(bool& outFullscreen, bool& outMusic, bool& outShadows,
bool& outAdditive, bool &outVSync, bool& outAA,
video::E_DRIVER_TYPE& outDriver);
virtual bool OnEvent(const SEvent& event);
private:
void setTransparency();
gui::IGUIButton* startButton;
IrrlichtDevice *MenuDevice;
s32 selected;
bool start;
bool fullscreen;
bool music;
bool shadows;
bool additive;
bool transparent;
bool vsync;
bool aa;
scene::IAnimatedMesh* quakeLevel;
scene::ISceneNode* lightMapNode;
scene::ISceneNode* dynamicNode;
video::SColor SkinColor [ gui::EGDC_COUNT ];
void getOriginalSkinColor();
};
#endif
// This is a Demo of the Irrlicht Engine (c) 2005 by N.Gebhardt.
// This file is not documentated.
#ifndef __C_MAIN_MENU_H_INCLUDED__
#define __C_MAIN_MENU_H_INCLUDED__
#include <irrlicht.h>
using namespace irr;
class CMainMenu : public IEventReceiver
{
public:
CMainMenu();
bool run(bool& outFullscreen, bool& outMusic, bool& outShadows,
bool& outAdditive, bool &outVSync, bool& outAA,
video::E_DRIVER_TYPE& outDriver);
virtual bool OnEvent(const SEvent& event);
private:
void setTransparency();
gui::IGUIButton* startButton;
IrrlichtDevice *MenuDevice;
s32 selected;
bool start;
bool fullscreen;
bool music;
bool shadows;
bool additive;
bool transparent;
bool vsync;
bool aa;
scene::IAnimatedMesh* quakeLevel;
scene::ISceneNode* lightMapNode;
scene::ISceneNode* dynamicNode;
video::SColor SkinColor [ gui::EGDC_COUNT ];
void getOriginalSkinColor();
};
#endif
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