36 Commits

Author SHA1 Message Date
Vulpovile
e63e87fe29 Fix Syntax
All checks were successful
CSPublic/Blocks3D/pipeline/head This commit looks good
2025-04-13 09:53:35 -07:00
Vulpovile
d03cf2d8b3 Update Jenkinsfile
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CSPublic/Blocks3D/pipeline/head There was a failure building this commit
2025-04-13 09:52:41 -07:00
Vulpovile
a662fcf8fa Add Jenkinsfile
All checks were successful
CSPublic/Blocks3D/pipeline/head This commit looks good
2025-04-13 09:47:06 -07:00
Vulpovile
cd735f6c62 Reimplement button hover, go button 2025-04-08 18:37:43 -07:00
Vulpovile
7c29d7ca9f Fix memory error with reflection 2025-04-08 18:04:48 -07:00
Vulpovile
67f519705d Fix missed files 2025-04-08 10:15:27 -07:00
Vulpovile
a064697561 Fix parent datamodel issues, update callbacks 2025-04-08 08:04:32 -07:00
Vulpovile
d854ddfdd4 Add callbacks, make library locations part of project now 2025-04-07 19:44:51 -07:00
Vulpovile
d06251ce7f Finished signal service 2023-11-16 16:36:05 -08:00
Vulpovile
a222ac2b67 InputService stub 2023-11-12 22:12:23 -08:00
Vulpovile
528ab72e80 Signal service stub 2023-11-12 20:07:23 -08:00
Vulpovile
bb06376719 Create input service 2023-11-09 11:24:08 -08:00
Vulpovile
3928307609 Fixed bugs 2023-11-09 00:44:31 -08:00
Vulpovile
39d91f3943 Minor bugfix, added reflection notify 2023-11-09 00:36:59 -08:00
Vulpovile
11362f0f63 Deleted unused files 2023-11-08 23:47:49 -08:00
Vulpovile
0fb941bf07 It's alive\!\!\!... almost, still crashes on exit lol 2023-11-08 23:47:10 -08:00
Vulpovile
70bace117c The calm before the storm 2023-11-08 21:56:17 -08:00
starfrost013
791f0a7cff remove a bunch of old or useless files e.g. patent cursor 2023-11-08 22:51:04 +00:00
starfrost013
47dfe1ef06 For some reason half the Datamodelv3 files were not in the project, wtf? 2023-11-08 22:43:33 +00:00
Modnark
1e51b22a8a make GUI more accurate to Morgan McGuire screenshots 2023-11-08 15:56:24 -05:00
Modnark
adab8ef35c cleanup guirootinstance
foundations of a "factory" model
2023-11-08 07:33:16 -05:00
Vulpovile
ce808f672f Ported all instances, now the hard part 2023-11-07 17:21:21 -08:00
Vulpovile
944afec7a3 Fixed selection box error 2023-11-06 23:17:47 -08:00
Vulpovile
8726e1e3e3 Enable soundservice in datamodelinstance 2023-11-06 18:44:42 -08:00
Vulpovile
d8a2fe7495 Ported services and sound, now just GUI left 2023-11-06 18:28:57 -08:00
Vulpovile
b58161cf81 Implemented SelectionService 2023-11-05 22:39:06 -08:00
Vulpovile
ebfbade283 Ported workspace instance 2023-11-05 19:34:57 -08:00
Vulpovile
8a1a457f4b Ported GroupInstance 2023-11-05 19:14:06 -08:00
Vulpovile
cab66d1152 Implemented operator overloads for Reflection 2023-11-05 00:37:25 -07:00
Vulpovile
901539e594 Ported part and pvinstance, made XplicitNgine not use globals 2023-11-04 23:01:43 -07:00
Vulpovile
cb8f6f1a80 Address memory leak 2023-11-04 20:29:16 -07:00
Vulpovile
e8eef916b0 Add DMv3 stubs, add reflection warning 2023-11-04 20:15:07 -07:00
Vulpovile
53427dd385 Made impl name clearer 2023-11-04 00:31:00 -07:00
Vulpovile
c0aab09960 Added reflection memory cleanup 2023-11-04 00:28:41 -07:00
Vulpovile
26398f0586 Fixed template 2023-11-03 23:56:59 -07:00
Vulpovile
25d34d28ee Reflection stub 2023-11-03 22:56:09 -07:00
188 changed files with 5122 additions and 1032412 deletions

9
.gitignore vendored
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@@ -40,7 +40,6 @@
*.ilk
*.dep
*.bin
*.7z
# ResEditor files
*.aps
@@ -51,8 +50,6 @@ stdout.txt
log.txt
*.suo
*.suo
G3DTest.suo
G3DTest.suo
stderr.txt
desktop.ini
*.db
@@ -62,3 +59,9 @@ desktop.ini
UpgradeLog.htm
click_output.JPEG
click_output.PNG
#Level Files
*.b3dl
*.b3dm
*.rbxl
*.rbxm

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@@ -1,20 +0,0 @@

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{6C4D6EEF-B1D1-456A-B850-92CAB17124BE}.Release|Win32.ActiveCfg = Release|Win32
{6C4D6EEF-B1D1-456A-B850-92CAB17124BE}.Release|Win32.Build.0 = Release|Win32
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HideSolutionNode = FALSE
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@@ -45,8 +45,8 @@ RSC=rc.exe
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
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BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
@@ -70,8 +70,8 @@ LINK32=link.exe
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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@@ -88,14 +88,736 @@ LINK32=link.exe
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@@ -3,7 +3,7 @@ Microsoft Developer Studio Workspace File, Format Version 6.00
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@@ -5,9 +5,10 @@
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Blocks3D.plg Normal file
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@@ -0,0 +1,120 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: Blocks3D - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "E:\DOCUME~1\Andreja\LOCALS~1\Temp\RSP109.tmp" with contents
[
/nologo /MLd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"Debug/Blocks3D.pch" /YX /Fo"Debug/" /Fd"Debug/" /FD /GZ /c
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\BaseButtonInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\DataModelInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\GroupInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\GuiRootInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\ImageButtonInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\LevelInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\PartInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\PVInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\TextButtonInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\ToggleImageButtonInstance.cpp"
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\DataModelV2\WorkspaceInstance.cpp"
]
Creating command line "cl.exe @E:\DOCUME~1\Andreja\LOCALS~1\Temp\RSP109.tmp"
Creating temporary file "E:\DOCUME~1\Andreja\LOCALS~1\Temp\RSP10A.tmp" with contents
[
/nologo /MLd /W3 /Gm /GX /ZI /Od /I "src\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "NO_SDL_MAIN" /Fp"Debug/Blocks3D.pch" /YX /Fo"Debug/" /Fd"Debug/" /FD /GZ /c
"E:\Documents and Settings\Andreja\git\Blocks3D\src\source\Application.cpp"
]
Creating command line "cl.exe @E:\DOCUME~1\Andreja\LOCALS~1\Temp\RSP10A.tmp"
Creating temporary file "E:\DOCUME~1\Andreja\LOCALS~1\Temp\RSP10B.tmp" with contents
[
kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /incremental:yes /pdb:"Debug/Blocks3D.pdb" /debug /machine:I386 /out:"Debug/Blocks3D.exe" /pdbtype:sept
".\Debug\BaseButtonInstance.obj"
".\Debug\BaseGuiInstance.obj"
".\Debug\DataModelInstance.obj"
".\Debug\GroupInstance.obj"
".\Debug\GuiRootInstance.obj"
".\Debug\ImageButtonInstance.obj"
".\Debug\Instance.obj"
".\Debug\LevelInstance.obj"
".\Debug\LightingInstance.obj"
".\Debug\PartInstance.obj"
".\Debug\PVInstance.obj"
".\Debug\SelectionService.obj"
".\Debug\SoundInstance.obj"
".\Debug\SoundService.obj"
".\Debug\TextButtonInstance.obj"
".\Debug\ToggleImageButtonInstance.obj"
".\Debug\WorkspaceInstance.obj"
".\Debug\ButtonListener.obj"
".\Debug\CameraButtonListener.obj"
".\Debug\DeleteListener.obj"
".\Debug\GUDButtonListener.obj"
".\Debug\MenuButtonListener.obj"
".\Debug\ModeSelectionListener.obj"
".\Debug\RotateButtonListener.obj"
".\Debug\ToolbarListener.obj"
".\Debug\ArrowTool.obj"
".\Debug\DraggerTool.obj"
".\Debug\SurfaceTool.obj"
".\Debug\Tool.obj"
".\Debug\ReflectionDataTable.obj"
".\Debug\ReflectionProperty.obj"
".\Debug\XplicitNgine.obj"
".\Debug\Application.obj"
".\Debug\AudioPlayer.obj"
".\Debug\ax.obj"
".\Debug\base64.obj"
".\Debug\BrowserCallHandler.obj"
".\Debug\CameraController.obj"
".\Debug\ErrorFunctions.obj"
".\Debug\Globals.obj"
".\Debug\IEBrowser.obj"
".\Debug\IEDispatcher.obj"
".\Debug\main.obj"
".\Debug\Mouse.obj"
".\Debug\propertyGrid.obj"
".\Debug\PropertyWindow.obj"
".\Debug\Renderer.obj"
".\Debug\StringFunctions.obj"
".\Debug\TextureHandler.obj"
".\Debug\WindowFunctions.obj"
]
Creating command line "link.exe @E:\DOCUME~1\Andreja\LOCALS~1\Temp\RSP10B.tmp"
<h3>Output Window</h3>
Compiling...
BaseButtonInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\basebuttoninstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/BaseButtonInstance.h': No such file or directory
DataModelInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\datamodelinstance.cpp(4) : fatal error C1083: Cannot open include file: 'DataModelV2/GuiRootInstance.h': No such file or directory
GroupInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\groupinstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/GroupInstance.h': No such file or directory
GuiRootInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\guirootinstance.cpp(4) : fatal error C1083: Cannot open include file: 'DataModelV2/BaseButtonInstance.h': No such file or directory
ImageButtonInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\imagebuttoninstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/ImageButtonInstance.h': No such file or directory
LevelInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\levelinstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/DataModelInstance.h': No such file or directory
PartInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\partinstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/PartInstance.h': No such file or directory
PVInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\pvinstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/PVInstance.h': No such file or directory
TextButtonInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\textbuttoninstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/TextButtonInstance.h': No such file or directory
ToggleImageButtonInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\toggleimagebuttoninstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/ToggleImageButtonInstance.h': No such file or directory
WorkspaceInstance.cpp
e:\documents and settings\andreja\git\blocks3d\src\source\datamodelv2\workspaceinstance.cpp(1) : fatal error C1083: Cannot open include file: 'DataModelV2/WorkspaceInstance.h': No such file or directory
Error executing cl.exe.
Build : warning : failed to (or don't know how to) build 'E:\Documents and Settings\Andreja\git\Blocks3D\src\source\Reflection\ReflectionProperty.cpp'
<h3>Results</h3>
Blocks3D.exe - 11 error(s), 1 warning(s)
</pre>
</body>
</html>

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@@ -335,346 +335,6 @@
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@@ -683,6 +343,206 @@
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@@ -800,46 +660,6 @@
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@@ -860,94 +680,6 @@
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@@ -956,6 +688,110 @@
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<Filter
Name="Resource Files"

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@@ -1,13 +0,0 @@
<html>
<head>
<title> RBX05R Documentation </title>
<meta charset="utf-8">
</head>
<body>
<div class="content" style="text-align:center;">
<h1> ROBLOX 2005 Recreation documentation </h1>
<br>
<h4> Current for: r360 </h4>
</div>
</body>
</html>

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27
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pipeline {
agent {label 'windows'}
stages {
stage('Build') {
steps {
bat """
call "c:\\Program Files (x86)\\Microsoft Visual Studio .NET 2003\\Common7\\Tools\\vsvars32.bat"
devenv "Blocks3D VS2003.sln" /build release
"""
}
}
stage('Package') {
steps {
bat """
"C:\\Program Files (x86)\\Inno Setup 5\\ISCC" Installer\\install_script_vs2003.iss
"C:\\Program Files (x86)\\Inno Setup 5\\ISCC" Installer\\install_script_floppy_vs2003.iss
"""
}
}
stage('Archive') {
steps {
archiveArtifacts artifacts: 'Installer\\Output\\Blocks3D_Setup_*,Installer\\Output\\B3DSTP*', fingerprint: true
}
}
}
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@@ -1,660 +0,0 @@
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</CoordinateFrame>
<string name="Name">Camera</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<Item class="Part" referent="RBX2">
<Properties>
<bool name="Anchored">true</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">37</int>
<CoordinateFrame name="CFrame">
<X>0</X>
<Y>0.600000024</Y>
<Z>0</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>-0</R02>
<R10>-0</R10>
<R11>1</R11>
<R12>-0</R12>
<R20>-0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">1</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">true</bool>
<string name="Name">Baseplate</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>512</X>
<Y>1.20000005</Y>
<Z>512</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX3">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">28</int>
<CoordinateFrame name="CFrame">
<X>-2</X>
<Y>5.69999981</Y>
<Z>1</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">0</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<string name="Name">Smooth Block Model</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>9</Y>
<Z>2</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX4">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">28</int>
<CoordinateFrame name="CFrame">
<X>6</X>
<Y>5.69999981</Y>
<Z>1</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">0</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<string name="Name">Smooth Block Model</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>9</Y>
<Z>2</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX5">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">28</int>
<CoordinateFrame name="CFrame">
<X>6</X>
<Y>5.69999981</Y>
<Z>-7</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">0</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<string name="Name">Smooth Block Model</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>9</Y>
<Z>2</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX6">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">28</int>
<CoordinateFrame name="CFrame">
<X>-2</X>
<Y>5.69999981</Y>
<Z>-7</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">0</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<string name="Name">Smooth Block Model</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>2</X>
<Y>9</Y>
<Z>2</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX7">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">28</int>
<CoordinateFrame name="CFrame">
<X>2</X>
<Y>11.1999998</Y>
<Z>-3</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">0</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<string name="Name">Smooth Block Model</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>10</X>
<Y>2</Y>
<Z>10</Z>
</Vector3>
</Properties>
</Item>
<Item class="Part" referent="RBX8">
<Properties>
<bool name="Anchored">false</bool>
<float name="BackParamA">-0.5</float>
<float name="BackParamB">0.5</float>
<token name="BackSurface">0</token>
<token name="BackSurfaceInput">0</token>
<float name="BottomParamA">-0.5</float>
<float name="BottomParamB">0.5</float>
<token name="BottomSurface">4</token>
<token name="BottomSurfaceInput">0</token>
<int name="BrickColor">28</int>
<CoordinateFrame name="CFrame">
<X>2</X>
<Y>13.1999998</Y>
<Z>-3</Z>
<R00>-1</R00>
<R01>0</R01>
<R02>0</R02>
<R10>0</R10>
<R11>1</R11>
<R12>0</R12>
<R20>0</R20>
<R21>0</R21>
<R22>-1</R22>
</CoordinateFrame>
<bool name="CanCollide">true</bool>
<token name="Controller">0</token>
<bool name="ControllerFlagShown">true</bool>
<bool name="DraggingV1">false</bool>
<float name="Elasticity">0.5</float>
<token name="FormFactor">0</token>
<float name="Friction">0.300000012</float>
<float name="FrontParamA">-0.5</float>
<float name="FrontParamB">0.5</float>
<token name="FrontSurface">0</token>
<token name="FrontSurfaceInput">0</token>
<float name="LeftParamA">-0.5</float>
<float name="LeftParamB">0.5</float>
<token name="LeftSurface">0</token>
<token name="LeftSurfaceInput">0</token>
<bool name="Locked">false</bool>
<string name="Name">Smooth Block Model</string>
<float name="Reflectance">0</float>
<float name="RightParamA">-0.5</float>
<float name="RightParamB">0.5</float>
<token name="RightSurface">0</token>
<token name="RightSurfaceInput">0</token>
<Vector3 name="RotVelocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<float name="TopParamA">-0.5</float>
<float name="TopParamB">0.5</float>
<token name="TopSurface">3</token>
<token name="TopSurfaceInput">0</token>
<float name="Transparency">0</float>
<Vector3 name="Velocity">
<X>0</X>
<Y>0</Y>
<Z>0</Z>
</Vector3>
<bool name="archivable">true</bool>
<token name="shape">1</token>
<Vector3 name="size">
<X>6</X>
<Y>2</Y>
<Z>6</Z>
</Vector3>
</Properties>
</Item>
</Item>
<Item class="RunService" referent="RBX9">
<Properties>
<string name="Name">Run Service</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<External>RBX10</External>
<External>RBX11</External>
<Item class="Players" referent="RBX12">
<Properties>
<int name="MaxPlayers">12</int>
<string name="Name">Players</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<Item class="StarterPack" referent="RBX13">
<Properties>
<string name="Name">StarterPack</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<Item class="SoundService" referent="RBX14">
<Properties>
<token name="AmbientReverb">0</token>
<float name="DistanceFactor">10</float>
<float name="DopplerScale">1</float>
<string name="Name">Soundscape</string>
<float name="RolloffScale">1</float>
<bool name="archivable">true</bool>
</Properties>
<External>RBX15</External>
<External>RBX16</External>
<External>RBX17</External>
<External>RBX18</External>
<External>RBX19</External>
<External>RBX20</External>
<External>RBX21</External>
<External>RBX22</External>
<External>RBX23</External>
<External>RBX24</External>
<External>RBX25</External>
<External>RBX26</External>
<External>RBX27</External>
<External>RBX28</External>
</Item>
<Item class="ContentProvider" referent="RBX29">
<Properties>
<string name="Name">Instance</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<Item class="PhysicsService" referent="RBX30">
<Properties>
<string name="Name">PhysicsService</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<External>RBX31</External>
<Item class="Selection" referent="RBX32">
<Properties>
<string name="Name">Selection</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<External>RBX33</External>
<Item class="Lighting" referent="RBX34">
<Properties>
<Color3 name="Ambient">4286611584</Color3>
<float name="Brightness">1</float>
<Color3 name="ColorShift_Bottom">4278190080</Color3>
<Color3 name="ColorShift_Top">4278190080</Color3>
<float name="GeographicLatitude">41.7332993</float>
<string name="Name">Lighting</string>
<Color3 name="ShadowColor">4289967032</Color3>
<string name="TimeOfDay">14:00:00</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<Item class="ControllerService" referent="RBX35">
<Properties>
<string name="Name">Instance</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<Item class="ChangeHistoryService" referent="RBX36">
<Properties>
<string name="Name">ChangeHistoryService</string>
<bool name="archivable">true</bool>
</Properties>
</Item>
<External>RBX37</External>
</roblox>

View File

@@ -10,4 +10,4 @@ Equivalent to known features of 05 as it stood in October 2005 with the 'Morgan
## Credits
- Morgan McGuire, creator of G3D - his old pre-2006 website for the only existing colour pictures of 2005 era roblox on the internet, as well as a couple of helpful emails. He assisted roblox development in the 2004-2006 timeframe.
- David Baszucki and Erik Cassel - for creating roblox
- David Baszucki and Erik Cassel (1967-2013, RIP) - for creating roblox

View File

@@ -1,56 +0,0 @@
#include "DataModelV2/ThumbnailGeneratorInstance.h"
#include "Application.h"
#include "Globals.h"
#include "base64.h"
#include <fstream>
ThumbnailGeneratorInstance::ThumbnailGeneratorInstance(void)
{
Instance::Instance();
name = "ThumbnailGenerator";
className = "ThumbnailGenerator";
canDelete = false;
}
ThumbnailGeneratorInstance::~ThumbnailGeneratorInstance(void) {}
/*
* TODO:
* Move functions like toggleSky into their own "Lighting" instance
* Make this headless, and allow for resolutions greater than the screen resolution
*/
std::string ThumbnailGeneratorInstance::click(std::string fileType, int cx, int cy, bool hideSky)
{
if(!G3D::GImage::supportedFormat(fileType)) {
printf("%s is not a valid fileType.", fileType);
return "";
}
RenderDevice* rd = g_usableApp->getRenderDevice();
GuiRootInstance* guiRoot = g_dataModel->getGuiRoot();
const G3D::GImage::Format format = G3D::GImage::stringToFormat(fileType);
int prevWidth = rd->width();
int prevHeight = rd->height();
G3D::GImage imgBuffer(cx, cy, 4);
G3D::BinaryOutput binOut;
guiRoot->hideGui(true);
g_usableApp->resize3DView(cx, cy);
if(hideSky)
g_dataModel->getLighting()->suppressSky(true);
g_usableApp->onGraphics(rd);
rd->screenshotPic(imgBuffer, true, hideSky);
imgBuffer.encode(format, binOut);
// Convert to Base64 string
std::string base64ImgStr = base64_encode(reinterpret_cast<const unsigned char*>(binOut.getCArray()), binOut.length(), false);
guiRoot->hideGui(false);
g_usableApp->resize3DView(prevWidth, prevHeight);
return base64ImgStr;
}

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View File

@@ -0,0 +1,8 @@
#pragma once
namespace B3D{
namespace AbstractedInput{
static const unsigned char MOUSE_LEFT = 0x01;
static const unsigned char MOUSE_RIGHT = 0x02;
static const unsigned char MOUSE_MIDDLE = 0x03;
}
}

View File

@@ -1,22 +1,21 @@
#pragma once
#include <G3DAll.h>
#include "PropertyWindow.h"
#include "DataModelV2/TextButtonInstance.h"
#include "DataModelV2/ImageButtonInstance.h"
#include "DataModelV3/Gui/TextButtonInstance.h"
#include "DataModelV3/Gui/ImageButtonInstance.h"
#include "CameraController.h"
#include "IEBrowser.h"
#include "Mouse.h"
#include "Tool/Tool.h"
class TextButtonInstance;
class ImageButtonInstance;
class PartInstance;
class B3D::TextButtonInstance;
class B3D::ImageButtonInstance;
class B3D::PartInstance;
class CameraController;
class Application { // : public GApp {
public:
Application(HWND parentWindow);
void Boop();
virtual ~Application() {}
virtual void exitApplication();
virtual void onInit();
@@ -29,8 +28,6 @@ class Application { // : public GApp {
void clearInstances();
void navigateToolbox(std::string);
PartInstance* makePart();
void drawButtons(RenderDevice* rd);
void drawOutline(Vector3 from, Vector3 to, RenderDevice* rd, LightingParameters lighting, Vector3 size, Vector3 pos, CoordinateFrame c);
void deleteInstance();
void run();
void QuitApp();
@@ -74,13 +71,15 @@ class Application { // : public GApp {
HWND _hwndToolbox;
HWND _buttonTest;
HWND _hwndRenderer;
//TODO make list
DataModelInstance* _dataModel;
G3D::TextureRef shadowMap;
std::string _title;
//TODO deprecated?
bool _dragging;
//TODO deprecated
int _mode;
//Can be moved?
GAppSettings _settings;
double lightProjX, lightProjY, lightProjNear, lightProjFar;
IEBrowser* webBrowser;
protected:
Stopwatch m_graphicsWatch;

View File

@@ -1,7 +1,7 @@
#pragma once
#include <G3DAll.h>
#include "DataModelV2/Instance.h"
#include "DataModelV3/Instance.h"
#include "Globals.h"
#include <string>

View File

@@ -1,26 +0,0 @@
#pragma once
#include "Instance.h"
#include "Listener/ButtonListener.h"
class ButtonListener;
class Instance;
class BaseButtonInstance : public Instance
{
public:
BaseButtonInstance(void);
virtual ~BaseButtonInstance(void);
virtual void render(RenderDevice* rd);
virtual void drawObj(RenderDevice* rd, Vector2 mousePos, bool mouseDown);
virtual bool mouseInButton(float, float, RenderDevice* rd);
virtual void onMouseClick();
void setButtonListener(ButtonListener&);
bool floatBottom;
bool floatRight;
bool floatCenter;
volatile bool disabled;
bool selected;
protected:
bool mouseInArea(float, float, float, float, float, float);
class ButtonListener* listener;
};

View File

@@ -1,57 +0,0 @@
#pragma once
#include "Instance.h"
struct UDim
{
float scale;
float offset;
UDim()
{
scale = offset = 0;
}
UDim(float scale_, float offset_)
{
scale = scale_;
offset = offset_;
}
};
struct UDim2
{
UDim x;
UDim y;
UDim2(UDim x_, UDim y_)
{
x = x_;
y = y_;
}
UDim2(float scale_x, float offset_x, float scale_y, float offset_y)
{
x = UDim(scale_x, offset_x);
y = UDim(scale_y, offset_y);
}
};
class Instance;
class BaseGuiInstance : public Instance
{
public:
BaseGuiInstance(void);
virtual ~BaseGuiInstance(void);
virtual void render(RenderDevice* rd);
virtual bool mouseHovered(float, float, RenderDevice* rd);
UDim2 position;
UDim2 size;
static G3D::Color4 translucentBackdrop()
{
return G3D::Color4(0.60000002F, 0.60000002F, 0.60000002F, 0.60000002F);
}
static G3D::Color4 disabledFill()
{
return G3D::Color4(0.69999999F, 0.69999999F, 0.69999999F, 0.5F);
}
protected:
bool mouseInArea(float, float, float, float, float, float);
class ButtonListener* listener;
};

View File

@@ -1,79 +0,0 @@
#pragma once
// Instances
#include "WorkspaceInstance.h"
#include "LevelInstance.h"
#include "PartInstance.h"
#include "SelectionService.h"
#include "GuiRootInstance.h"
#include "ThumbnailGeneratorInstance.h"
#include "XplicitNgine/XplicitNgine.h"
#include "SoundService.h"
#include "LightingInstance.h"
// Libraries
#include "rapidxml/rapidxml.hpp"
class GuiRootInstance;
class DataModelInstance :
public Instance
{
public:
DataModelInstance(void);
~DataModelInstance(void);
void setMessage(std::string);
void setMessageBrickCount();
void clearMessage();
bool debugGetOpen();
bool getOpen();
bool getOpenModel();
bool load(const char* filename,bool clearObjects);
bool loadModel(const char* filename);
bool readXMLFileStream(std::ifstream* file);
void drawMessage(RenderDevice*);
// Instance getters
WorkspaceInstance* getWorkspace();
LevelInstance* getLevel();
XplicitNgine* getEngine();
ThumbnailGeneratorInstance* getThumbnailGenerator();
SoundService* getSoundService();
LightingInstance* getLighting();
std::string message;
std::string _loadedFileName;
bool showMessage;
G3D::GFontRef font;
GuiRootInstance* getGuiRoot();
SelectionService* getSelectionService();
PartInstance* makePart();
void clearLevel();
void toggleRun();
bool isRunning();
void resetEngine();
#if _DEBUG
void modXMLLevel(float modY);
#endif
private:
bool isBrickCount;
bool scanXMLObject(rapidxml::xml_node<>* node);
rapidxml::xml_node<>* getNode(rapidxml::xml_node<> * node,const char* name );
float getFloatValue(rapidxml::xml_node<> * node,const char* name);
bool _successfulLoad;
std::string _errMsg;
bool _legacyLoad;
float _modY;
// Instances
WorkspaceInstance* workspace;
LevelInstance* level;
GuiRootInstance* guiRoot;
SelectionService* selectionService;
ThumbnailGeneratorInstance* thumbnailGenerator;
XplicitNgine* xplicitNgine;
SoundService* soundService;
LightingInstance* lightingInstance;
bool running;
};

View File

@@ -1,16 +0,0 @@
#pragma once
#include "PartInstance.h"
class GroupInstance :
public PVInstance
{
public:
GroupInstance(void);
~GroupInstance(void);
GroupInstance(const GroupInstance &oinst);
virtual std::vector<PROPGRIDITEM> getProperties();
virtual void PropUpdate(LPPROPGRIDITEM &pItem);
std::vector<Instance *> unGroup();
PartInstance * primaryPart;
void render(RenderDevice * r);
};

View File

@@ -1,26 +0,0 @@
#pragma once
#include "Instance.h"
class ImageButtonInstance;
class TextButtonInstance;
class GuiRootInstance : public Instance
{
public:
GuiRootInstance();
GuiRootInstance::~GuiRootInstance();
TextButtonInstance* makeTextButton();
void drawButtons(RenderDevice* rd);
ImageButtonInstance* makeImageButton(G3D::TextureRef newImage, G3D::TextureRef overImage, G3D::TextureRef downImage, G3D::TextureRef disableImage);
void renderGUI(G3D::RenderDevice* rd, double fps);
void setDebugMessage(std::string msg, G3D::RealTime msgTime);
void update();
bool mouseInGUI(G3D::RenderDevice* renderDevice,int x,int y);
void onMouseLeftUp(G3D::RenderDevice* renderDevice, int x,int y);
void hideGui(bool doHide);
private:
std::string _message;
G3D::RealTime _messageTime;
bool _hideGui;
};

View File

@@ -1,27 +0,0 @@
#pragma once
#include "BaseButtonInstance.h"
class BaseButtonInstance;
class ImageButtonInstance : public BaseButtonInstance
{
public:
//ImageButtonInstance(G3D::TextureRef);
//ImageButtonInstance(G3D::TextureRef,G3D::TextureRef);
//ImageButtonInstance(G3D::TextureRef,G3D::TextureRef,G3D::TextureRef);
ImageButtonInstance(G3D::TextureRef,G3D::TextureRef,G3D::TextureRef,G3D::TextureRef);
~ImageButtonInstance(void);
void drawObj(RenderDevice*, Vector2, bool);
Vector2 size;
Vector2 position;
G3D::TextureRef image;
int openGLID;
G3D::TextureRef image_ovr;
int openGLID_ovr;
G3D::TextureRef image_dn;
int openGLID_dn;
G3D::TextureRef image_ds;
int openGLID_ds;
bool mouseInButton(float, float, RenderDevice*);
};

View File

@@ -1,38 +0,0 @@
#pragma once
#include <G3DAll.h>
#include "propertyGrid.h"
#include "map"
class Instance
{
public:
bool canDelete;
Instance(void);
Instance(const Instance&);
virtual ~Instance(void);
std::string name;
virtual void render(RenderDevice*);
virtual void renderName(RenderDevice*);
virtual void update();
std::vector<Instance*> children; // All children.
std::string getClassName();
Instance* findFirstChild(std::string);
std::vector<Instance* > getChildren();
std::vector<Instance* > getAllChildren();
virtual void setParent(Instance*);
void setName(std::string newName);
void addChild(Instance*);
void removeChild(Instance*);
void clearChildren();
Instance* getParent();
virtual Instance* clone() const { return new Instance(*this); }
virtual std::vector<PROPGRIDITEM> getProperties();
virtual void PropUpdate(LPPROPGRIDITEM &pItem);
int listicon;
protected:
std::string className;
Instance* parent; // Another pointer.
PROPGRIDITEM createPGI(LPSTR catalog, LPSTR propName, LPSTR propDesc, LPARAM curVal, INT type, TCHAR choices[] = NULL);
private:
static const std::map<std::string, Instance> g_logLevelsDescriptions;
};

View File

@@ -1,25 +0,0 @@
#pragma once
#include "instance.h"
class LevelInstance :
public Instance
{
public:
LevelInstance(void);
~LevelInstance(void);
bool HighScoreIsGood;
Enum::ActionType::Value TimerUpAction;
Enum::AffectType::Value TimerAffectsScore;
bool RunOnOpen;
float timer;
int score;
virtual std::vector<PROPGRIDITEM> getProperties();
std::string winMessage;
std::string loseMessage;
virtual void PropUpdate(LPPROPGRIDITEM &pItem);
void winCondition();
void loseCondition();
void pauseCondition();
void drawCondition();
void Step(SimTime sdt);
};

View File

@@ -1,43 +0,0 @@
#pragma once
#include "Instance.h"
class LightingInstance :
public Instance
{
public:
LightingInstance(void);
~LightingInstance(void);
// Getters
G3D::Color3 getTopAmbient();
G3D::Color3 getBottomAmbient();
G3D::Color3 getSpotLight();
G3D::Color4 getClearColor();
G3D::SkyRef getSky();
G3D::LightingParameters getLightingParameters();
// Setters
void setTopAmbient(G3D::Color3 newValue);
void setBottomAmbient(G3D::Color3 newValue);
void setSpotLight(G3D::Color3 newValue);
void setClearColor(G3D::Color4 clearColor);
// Functions
void drawSky();
void suppressSky(bool doSuppress);
void update();
void drawEffects();
// Properties
void PropUpdate(LPPROPGRIDITEM &pItem);
std::vector<PROPGRIDITEM> getProperties();
private:
G3D::Color3 topAmbient;
G3D::Color3 bottomAmbient;
G3D::Color3 spotLight;
G3D::Color4 clearColor;
G3D::SkyRef sky;
G3D::LightingParameters lighting;
bool _hideSky;
};

View File

@@ -1,36 +0,0 @@
#pragma once
#include "instance.h"
#include "enum.h"
#include <ode/ode.h>
class PVInstance :
public Instance
{
public:
PVInstance(void);
~PVInstance(void);
PVInstance(const PVInstance &oinst);
virtual void postRender(RenderDevice* rd);
virtual std::vector<PROPGRIDITEM> getProperties();
virtual void PropUpdate(LPPROPGRIDITEM &pItem);
bool nameShown;
bool controllerFlagShown;
Enum::Controller::Value controller;
protected:
CoordinateFrame cFrame;
static G3D::Color3 getControllerColor(int controller)
{
switch(controller)
{
case Enum::Controller::KeyboardLeft:
return Color3::red();
case Enum::Controller::KeyboardRight:
return Color3::blue();
case Enum::Controller::Chase:
return Color3::black();
case Enum::Controller::Flee:
return Color3::yellow();
}
return Color3::gray();
}
};

View File

@@ -1,104 +0,0 @@
#pragma once
#include "PVInstance.h"
#include "Enum.h"
#define _USE_MATH_DEFINES
#include <cmath>
class PartInstance : public PVInstance
{
public:
PartInstance(void);
PartInstance(const PartInstance &oinst);
~PartInstance(void);
Instance* clone() const { return new PartInstance(*this); }
//Rendering
virtual void PartInstance::postRender(RenderDevice* rd);
virtual void render(RenderDevice*);
virtual void renderName(RenderDevice*);
//Surfaces
Enum::SurfaceType::Value top;
Enum::SurfaceType::Value front;
Enum::SurfaceType::Value right;
Enum::SurfaceType::Value back;
Enum::SurfaceType::Value left;
Enum::SurfaceType::Value bottom;
//Shapes
Enum::Shape::Value shape;
//OnTocuh
Enum::ActionType::Value OnTouchAction;
Enum::Sound::Value OnTouchSound;
//Variables
Color3 color;
bool canCollide;
dBodyID physBody;
dGeomID physGeom[3];
//Getters
Vector3 getPosition();
Vector3 getVelocity();
Vector3 getRotVelocity();
Vector3 getSize();
Box getBox();
Sphere getSphere();
Box getScaledBox();
CoordinateFrame getCFrame();
//OnTouch Getters
bool isSingleShot();
int getTouchesToTrigger();
int getUniqueObjectsToTrigger();
int getChangeScore();
float getChangeTimer();
//Setters
void setParent(Instance* parent);
void setPosition(Vector3);
void setVelocity(Vector3);
void setRotVelocity(Vector3);
void setCFrame(CoordinateFrame);
void setCFrameNoSync(CoordinateFrame);
void setSize(Vector3);
void setShape(Enum::Shape::Value shape);
void setChanged();
void setSurface(int face, Enum::SurfaceType::Value surface);
void setAnchored(bool anchored);
bool isAnchored();
float getMass();
bool isDragging();
void setDragging(bool value);
//Collision
bool collides(PartInstance * part);
bool collides(Box);
// onTouch
void onTouch();
//Properties
virtual std::vector<PROPGRIDITEM> getProperties();
virtual void PropUpdate(LPPROPGRIDITEM &pItem);
private:
bool anchored;
Vector3 position;
Vector3 size;
Vector3 velocity;
Vector3 rotVelocity;
bool changed;
bool dragging;
Box itemBox;
GLuint glList;
// OnTouch
bool singleShot;
int touchesToTrigger;
int uniqueObjectsToTrigger;
int changeScore;
float changeTimer;
bool _touchedOnce;
};

View File

@@ -1,22 +0,0 @@
#pragma once
#include "Instance.h"
#include "PropertyWindow.h"
class SelectionService : public Instance
{
public:
SelectionService(void);
~SelectionService(void);
SelectionService(const SelectionService &oinst);
std::vector<Instance *> getSelection();
void clearSelection();
bool isSelected(Instance * instance);
void addSelected(Instance * instance);
void removeSelected(Instance * instance);
void addSelected(const std::vector<Instance *> &instances);
void setPropertyWindow(PropertyWindow * propertyWindow);
void render(RenderDevice * rd);
private:
std::vector<Instance *> selection;
PropertyWindow * propertyWindow;
};

View File

@@ -1,30 +0,0 @@
#pragma once
#include "Instance.h"
class SoundInstance :
public Instance
{
public:
SoundInstance(void);
~SoundInstance(void);
// Getters
float getSoundVolume();
std::string getSoundId();
bool isPlayedOnRemove();
bool isLooped();
// Setters
void setSoundVolume(float newVolume);
void setSoundId(std::string newSoundId);
void setIsPlayedOnRemove(bool isPlayed);
void setIsLooped(bool isLooped);
// Functions
void play();
private:
float soundVolume;
std::string soundId;
bool playOnRemove;
bool looped;
};

View File

@@ -1,16 +0,0 @@
#pragma once
#include "Instance.h"
#include "SoundInstance.h"
class SoundService :
public Instance
{
public:
SoundService(void);
~SoundService(void);
float getMusicVolume();
void playSound(Instance* sound);
private:
float musicVolume;
};

View File

@@ -1,35 +0,0 @@
#pragma once
#include "BaseButtonInstance.h"
class TextButtonInstance : public BaseButtonInstance
{
public:
TextButtonInstance(void);
~TextButtonInstance(void);
void setAllColorsSame();
Vector2 boxBegin;
Vector2 boxEnd;
Vector2 fontLocationRelativeTo;
Color4 textColor;
Color4 textOutlineColor;
Color4 boxColor;
Color4 boxOutlineColor;
Color4 textColorOvr;
Color4 textOutlineColorOvr;
Color4 boxColorOvr;
Color4 boxOutlineColorOvr;
Color4 textColorDn;
Color4 textOutlineColorDn;
Color4 boxColorDn;
Color4 boxOutlineColorDn;
Color4 textColorDis;
Color4 textOutlineColorDis;
Color4 boxColorDis;
Color4 boxOutlineColorDis;
bool centeredWithinBox;
std::string title;
G3D::GFontRef font;
bool visible;
int textSize;
void drawObj(RenderDevice*, Vector2, bool);
bool mouseInButton(float, float, RenderDevice*);
};

View File

@@ -1,14 +0,0 @@
#pragma once
#include "instance.h"
class ThumbnailGeneratorInstance :
public Instance
{
public:
// Constructor / Destructor
ThumbnailGeneratorInstance(void);
~ThumbnailGeneratorInstance(void);
// Functions
std::string click(std::string fileType, int cx, int cy, bool hideSky);
};

View File

@@ -1,29 +0,0 @@
#pragma once
#include "imagebuttoninstance.h"
class ToggleImageButtonInstance : public ImageButtonInstance
{
public:
//ImageButtonInstance(G3D::TextureRef);
//ImageButtonInstance(G3D::TextureRef,G3D::TextureRef);
//ImageButtonInstance(G3D::TextureRef,G3D::TextureRef,G3D::TextureRef);
ToggleImageButtonInstance(G3D::TextureRef newImage,G3D::TextureRef overImage = NULL,
G3D::TextureRef downImage = NULL,
G3D::TextureRef disableImage = NULL,
G3D::TextureRef newImage2 = NULL,
G3D::TextureRef overImage2 = NULL,
G3D::TextureRef downImage2 = NULL,
G3D::TextureRef disableImage2 = NULL);
~ToggleImageButtonInstance(void);
void drawObj(RenderDevice*, Vector2, bool);
bool checked;
G3D::TextureRef image2;
int openGLID2;
G3D::TextureRef image_ovr2;
int openGLID2_ovr;
G3D::TextureRef image_dn2;
int openGLID2_dn;
G3D::TextureRef image_ds2;
int openGLID2_ds;
};

View File

@@ -1,14 +0,0 @@
#pragma once
#include "GroupInstance.h"
#include "PartInstance.h"
class WorkspaceInstance :
public GroupInstance
{
public:
WorkspaceInstance(void);
~WorkspaceInstance(void);
void clearChildren();
void zoomToExtents();
std::vector<PartInstance *> partObjects;
};

View File

@@ -0,0 +1,68 @@
#include "Instance.h"
using namespace B3D;
#pragma once
// Instances
#include "WorkspaceInstance.h"
#include "LevelInstance.h"
#include "PartInstance.h"
#include "SelectionService.h"
#include "Gui/GuiRootInstance.h"
//#include "ThumbnailGeneratorInstance.h"
#include "XplicitNgine/XplicitNgine.h"
#include "SoundService.h"
#include "LightingInstance.h"
#include "SignalService.h"
// Libraries
//#include "rapidxml/rapidxml.hpp"
namespace B3D {
class DataModelInstance : public Instance
{
public:
DataModelInstance(void);
~DataModelInstance(void);
void setMessage(std::string);
void setMessageBrickCount();
void clearMessage();
void drawMessage(RenderDevice*);
// Instance getters
WorkspaceInstance* getWorkspace();
LevelInstance* getLevel();
XplicitNgine* getEngine();
// ThumbnailGeneratorInstance* getThumbnailGenerator();
SoundService* getSoundService();
LightingInstance* getLighting();
SignalService * getSignalService();
std::string message;
bool showMessage;
//Should probably not be here???
G3D::GFontRef font;
GuiRootInstance* getGuiRoot();
SelectionService* getSelectionService();
void clearLevel();
void toggleRun();
bool isRunning();
void resetEngine();
private:
bool isBrickCount;
Color3 DataModelInstance::bcToRGB(short bc);
// Instances
WorkspaceInstance* workspace;
LevelInstance* level;
GuiRootInstance* guiRoot;
SelectionService* selectionService;
// ThumbnailGeneratorInstance* thumbnailGenerator;
XplicitNgine* xplicitNgine;
SoundService* soundService;
LightingInstance* lightingInstance;
SignalService * signalService;
bool running;
};
}

View File

@@ -0,0 +1,17 @@
#pragma once
#include "PartInstance.h"
namespace B3D{
class GroupInstance : public PVInstance
{
public:
GroupInstance(void);
~GroupInstance(void);
GroupInstance(const GroupInstance &oinst);
std::vector<Instance *> unGroup();
PartInstance * primaryPart;
//This is used to render the controllerflag, we may want to move it elsewhere?
void render(RenderDevice * r);
protected:
GroupInstance(std::string className);
};
}

View File

@@ -0,0 +1,28 @@
#pragma once
#include <G3DAll.h>
#include "../Instance.h"
#include "../../MenuActions.h"
namespace B3D {
class BaseButtonInstance : public Instance
{
public:
BaseButtonInstance(void);
virtual ~BaseButtonInstance(void);
virtual void render(RenderDevice* rd);
virtual void drawObj(RenderDevice* rd, Vector2 mousePos, bool mouseDown);
virtual bool mouseInButton(float, float, RenderDevice* rd);
virtual void onMouseClick();
virtual void setCallback(void (*callback)(const ActionParam &actionParam));
void setActionCode(int actionCode);
bool floatBottom;
bool floatRight;
bool floatCenter;
volatile bool disabled;
bool selected;
protected:
int actionCode;
bool mouseInArea(float, float, float, float, float, float);
void (*callback)(const ActionParam &actionParam);
};
}

View File

@@ -0,0 +1,56 @@
#pragma once
#include <G3DAll.h>
#include "../Instance.h"
namespace B3D{
struct UDim
{
float scale;
float offset;
UDim()
{
scale = offset = 0;
}
UDim(float scale_, float offset_)
{
scale = scale_;
offset = offset_;
}
};
struct UDim2
{
UDim x;
UDim y;
UDim2(UDim x_, UDim y_)
{
x = x_;
y = y_;
}
UDim2(float scale_x, float offset_x, float scale_y, float offset_y)
{
x = UDim(scale_x, offset_x);
y = UDim(scale_y, offset_y);
}
};
class BaseGuiInstance : public Instance
{
public:
BaseGuiInstance(void);
virtual ~BaseGuiInstance(void);
virtual void render(RenderDevice* rd);
virtual bool mouseHovered(float, float, RenderDevice* rd);
UDim2 position;
UDim2 size;
static G3D::Color4 translucentBackdrop()
{
return G3D::Color4(0.60000002F, 0.60000002F, 0.60000002F, 0.60000002F);
}
static G3D::Color4 disabledFill()
{
return G3D::Color4(0.69999999F, 0.69999999F, 0.69999999F, 0.5F);
}
protected:
bool mouseInArea(float, float, float, float, float, float);
};
}

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