Init
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54
Samples/RoomsBrowserGFx3/RoomsBrowserGFx3.h
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54
Samples/RoomsBrowserGFx3/RoomsBrowserGFx3.h
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/*
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* Original work: Copyright (c) 2014, Oculus VR, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* RakNet License.txt file in the licenses directory of this source tree. An additional grant
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* of patent rights can be found in the RakNet Patents.txt file in the same directory.
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*
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*
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* Modified work: Copyright (c) 2017, SLikeSoft UG (haftungsbeschränkt)
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*
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* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
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* license found in the license.txt file in the root directory of this source tree.
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*/
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#include "slikenet/WindowsIncludes.h"
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#include "FxGameDelegate.h"
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#include "slikenet/string.h"
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#define ACTIONSCRIPT_CALLABLE_HEADER(functionName) virtual void functionName(const FxDelegateArgs& pparams);
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#define ACTIONSCRIPT_CALLABLE_FUNCTION(className, functionName) \
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void functionName(const FxDelegateArgs& pparams) \
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{ \
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((className*)pparams.GetHandler())->functionName(pparams); \
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} \
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void className::functionName(const FxDelegateArgs& pparams)
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// GFxPlayerTinyD3D9.cpp has an instance of this class, and callls the corresponding 3 function
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// This keeps the patching code out of the GFx sample as much as possible
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class RoomsBrowserGFx3 : public FxDelegateHandler
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{
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public:
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RoomsBrowserGFx3();
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virtual ~RoomsBrowserGFx3();
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virtual void Init(GPtr<FxDelegate> pDelegate, GPtr<GFxMovieView> pMovie);
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// Update all callbacks from flash
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void Accept(CallbackProcessor* cbreg);
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void Shutdown(void);
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virtual const char *QueryPlatform(void) const=0;
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virtual void SaveProperty(const char *propertyId, const char *propertyValue)=0;
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virtual void LoadProperty(const char *propertyId, SLNet::RakString &propertyOut)=0;
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// Calls from Flash
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ACTIONSCRIPT_CALLABLE_HEADER(f2c_QueryPlatform);
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ACTIONSCRIPT_CALLABLE_HEADER(f2c_SaveProperty);
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ACTIONSCRIPT_CALLABLE_HEADER(f2c_LoadProperty);
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GPtr<FxDelegate> delegate;
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GPtr<GFxMovieView> movie;
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};
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