/******************************************************************************/ #pragma once #define bool Bool // boolean value (8-bit) #define char8 Char8 // 8-bit character #define char Char // 16-bit character #define sbyte I8 // 8-bit signed integer #define byte U8 // 8-bit unsigned integer #define short I16 // 16-bit signed integer #define ushort U16 // 16-bit unsigned integer #define int I32 // 32-bit signed integer #define uint U32 // 32-bit unsigned integer #define long I64 // 64-bit signed integer #define ulong U64 // 64-bit unsigned integer #define flt Flt // 32-bit floating point #define dbl Dbl // 64-bit floating point #define ptr Ptr // universal pointer #define cptr CPtr // universal pointer to const data #define cchar8 CChar8 // const Char8 #define cchar CChar // const Char16 #define intptr IntPtr // signed integer capable of storing full memory address #define uintptr UIntPtr // unsigned integer capable of storing full memory address #define class struct // Esenthel Script "class" is a C++ "struct" /******************************************************************************/ // DEFINES #define STEAM 0 #define OPEN_VR 0 /******************************************************************************/ /******************************************************************************/ // CLASSES /******************************************************************************/ class AdjustBoneOrns; class AnimEditor; class AppPropsEditor; class Area; class AreaBuild; class AreaSync; class AreaVer; class BitRateQuality; class BrushClass; class BuilderClass; class CalculatorClass; class ChangePassWin; class Chunk; class Chunks; class ClassNameDesc; class Code; class CodeView; class ColorBrushClass; class CompareProjects; class ConvertToAtlasClass; class ConvertToDeAtlasClass; class CopyElements; class CreateMaterials; class Cursor; class DetectSimilarTextures; class EE1EditLake; class EE1EditRiver; class EE1EditWaypoint; class EE1ObjGlobal; class EE1WorldSettings; class EEItem; class EditEnum; class EditEnums; class EditEnv; class EditFont; class EditGuiSkin; class EditMaterial; class EditObjTypeClass; class EditObject; class EditPanel; class EditPanelImage; class EditParam; class EditParams; class EditPhysMtrl; class EditSkeleton; class EditTextStyle; class EditWaterMtrl; class EditWaypoint; class EditWaypointPoint; class EditorServer; class Elm; class ElmAnim; class ElmApp; class ElmCode; class ElmCodeBase; class ElmCodeData; class ElmData; class ElmEnum; class ElmEnv; class ElmFile; class ElmFont; class ElmGui; class ElmGuiSkin; class ElmIcon; class ElmIconSetts; class ElmImage; class ElmImageAtlas; class ElmMaterial; class ElmMesh; class ElmMiniMap; class ElmName; class ElmNode; class ElmObj; class ElmObjClass; class ElmPanel; class ElmPanelImage; class ElmPhys; class ElmPhysMtrl; class ElmProperties; class ElmSkel; class ElmSound; class ElmTextStyle; class ElmTypeNameNoSpace; class ElmTypeVer; class ElmVideo; class ElmWaterMtrl; class ElmWorld; class EmbedObj; class EmbedObjBase; class EnumEditor; class EnvEditor; class EraseRemovedElms; class ExportWindow; class FileSizeGetter; class FontEditor; class GoToArea; class GridPlaneLevel; class GroupRegion; class GuiEditParam; class GuiSkinEditor; class GuiView; class HeightBrushClass; class Heightmap2; class IDReplace; class IconEditor; class IconSettings; class IconSettsEditor; class ImageAtlasEditor; class ImageConvert; class ImageEditor; class ImageGenerate; class ImageSkin; class ImportCodeClass; class ImportTerrainClass; class ImportTerrainTask; class ImporterClass; class Lake; class LakeBase; class LeafRegion; class ListElm; class LodRegion; class LodView; class MaterialRegion; class MaterialTech; class MergeSimilarMaterials; class MeshAOClass; class MeshParts; class MeshVariations; class MiniMapEditor; class MiniMapVer; class MiscRegion; class ModeTabs; class MtrlBrushClass; class MtrlImages; class MulSoundVolumeClass; class NameDesc; class NewLodClass; class NewProjWin; class NewWorldClass; class Obj; class ObjClassEditor; class ObjData; class ObjGrid; class ObjListClass; class ObjPaintClass; class ObjPos; template class ObjPtrs; class ObjRot; class ObjScale; class ObjVer; class ObjView; class PanelEditor; class PanelImageEditor; class ParamEditor; class PathProps; class PhysMtrlEditor; class PhysPath; class Player; class Pose; class PreviewClass; class Project; class ProjectCipher; class ProjectEx; class ProjectHierarchy; class ProjectLocked; class ProjectSettings; class ProjectUpdate; class Projects; class PropEx; class PropWin; class PublishClass; class PublishPVRTC; class PublishResult; class RayTest; class RegisterWin; class ReloadElmClass; class RemoveProjWin; class Rename; class RenameBoneClass; class RenameElmClass; class RenameEventClass; class RenameProjWin; class RenameSlotClass; class ReplaceNameClass; class River; class RiverBase; class Rotator; class SelectionClass; class ServerClass; class SetMtrlColorClass; class SizeStatistics; class SmallMatrix; class SmallMatrix3; class SoundEditor; class SplitAnimation; class StoreClass; class StoreFiles; class SynchronizerClass; class TerrainObj; class TerrainObj2; class TexInfoGetter; class TextBlack; class TextNoTest; class TextStyleEditor; class TextWhite; class Texture; class TextureDownsize; class TextureInfo; class TheaterClass; class TimeStamp; class TransformRegion; class UpdateWindowClass; class UpdaterClass; class Version; class VideoEditor; class VideoOptions; class Viewport4Region; class ViewportSkin; class WaterMtrlRegion; class WaterVer; class WaypointListClass; class WaypointPos; class WorldBrushClass; class WorldChange; class WorldData; class WorldUndo; class WorldVer; class WorldView; /******************************************************************************/ // CACHES /******************************************************************************/ extern Cache EditObjects; /******************************************************************************/ // ENUMS /******************************************************************************/ enum AREA_LOAD_FLAG { AREA_LOAD_HEIGHTMAP =1<<0, AREA_LOAD_HM_MESH =1<<1, AREA_LOAD_HM_PHYS =1<<2, AREA_LOAD_LOCAL_OBJ_PHYS=1<<3, // if load physical bodies of area objects (that are not embedded) AREA_LOAD_LOCAL_WATER =1<<4, // if load water meshes of an area AREA_MAKE_PATH_SRC =1<<5, // if create 'path_src' member which is used for PathMesh generation in later step (don't put this into 'build' because it should not be stored in save, it's only a temporary helper value) }; /******************************************************************************/ enum AREA_REBUILD_FLAG // !! these enums are saved !! { AREA_REBUILD_HM_MESH =1<<0, AREA_REBUILD_HM_MESH_SIMPLIFY=1<<1, AREA_REBUILD_HM_PHYS =1<<2, AREA_REBUILD_EMBED_OBJ =1<<3, AREA_REBUILD_GAME_AREA_OBJS =1<<4, // if list of game area objects needs to be rebuilt AREA_REBUILD_WATER =1<<5, AREA_REBUILD_PATH =1<<6, AREA_REBUILD_HM =1<<7, // heightmap lookup images (height, mtrl_map) // newer flags require changing from byte to U16 (watch out for save/load) }; /******************************************************************************/ enum AREA_SYNC_FLAG // these enums are not saved { AREA_SYNC_HEIGHT =1<<0, AREA_SYNC_MTRL =1<<1, AREA_SYNC_COLOR =1<<2, AREA_SYNC_REMOVED=1<<3, AREA_SYNC_OBJ =1<<4, AREA_SYNC_HM =(AREA_SYNC_HEIGHT|AREA_SYNC_MTRL|AREA_SYNC_COLOR|AREA_SYNC_REMOVED), }; /******************************************************************************/ enum BRUSH_SHAPE { BS_CIRCLE, BS_SQUARE, }; /******************************************************************************/ enum CHANGE_PASS_RESULT { CHANGE_PASS_EMAIL_NOT_FOUND, CHANGE_PASS_INVALID_KEY, CHANGE_PASS_INVALID_PASS, CHANGE_PASS_SUCCESS, }; /******************************************************************************/ enum CIPHER_TYPE : byte { CIPHER_NONE, CIPHER_1, CIPHER_2, CIPHER_3, CIPHER_NUM, }; /******************************************************************************/ enum CLIENT_SERVER_COMMANDS { CS_VERSION_CHECK, CS_LOGIN , CS_REGISTER , CS_FORGOT_PASS, CS_CHANGE_PASS, CS_LICENSE_KEY, CS_PROJECTS_LIST , CS_PROJECT_OPEN , CS_PROJECT_DATA , CS_PROJECT_SETTINGS, CS_NEW_ELM, CS_RENAME_ELM, CS_SET_ELM_PARENT, CS_REMOVE_ELMS, CS_NO_PUBLISH_ELMS, CS_GET_ELM_NAMES, CS_GET_TEXTURES, CS_SET_TEXTURE, CS_GET_ELM_SHORT, // ElmData + optional(ElmFile) if ElmFileInShort CS_SET_ELM_SHORT, // ElmData + optional(ElmFile) if ElmFileInShort CS_GET_ELM_LONG , // ElmData + ElmFile CS_SET_ELM_LONG , // ElmData + ElmFile CS_SET_ELM_FULL , // Elm + ElmData + ElmFile CS_GET_WORLD_VER, CS_GET_WORLD_AREAS, CS_SET_WORLD_AREA, CS_SET_WORLD_OBJS, CS_GET_WORLD_WAYPOINTS, CS_SET_WORLD_WAYPOINT, CS_GET_WORLD_LAKES, CS_SET_WORLD_LAKE, CS_GET_WORLD_RIVERS, CS_SET_WORLD_RIVER, CS_GET_MINI_MAP_VER, CS_GET_MINI_MAP_IMAGES, CS_SET_MINI_MAP_SETTINGS, CS_SET_MINI_MAP_IMAGE, CS_GET_CODE_VER , CS_SET_CODE_DATA, CS_CODE_SYNC_STATUS, CS_NUM, }; /******************************************************************************/ enum EDIT_OBJ_TYPE : byte { EDIT_OBJ_MESH , EDIT_OBJ_LIGHT_POINT, EDIT_OBJ_LIGHT_CONE , EDIT_OBJ_PARTICLES , EDIT_OBJ_NUM , }; /******************************************************************************/ enum ELM_FLAG { ELM_CONTAINS_NAME =1<<0, ELM_CONTAINS_NAME_CHILD=1<<1, ELM_EDITED =1<<2, ELM_EDITED_CHILD =1<<3, }; /******************************************************************************/ enum ELM_OFFSET // offset applied for element ID when creating sub-elements for ELM_OBJ (so that when creating new children on different computers, their ID will be the same, obj_elm.id+ELM_OFFSET_*) { ELM_OFFSET_MESH=1, // mesh first so following can be children of mesh ELM_OFFSET_SKEL , ELM_OFFSET_PHYS , ELM_OFFSET_NUM , }; /******************************************************************************/ enum ELM_TYPE : byte // !! these enums are saved, also this must be in sync with the Edit.ELM_TYPE !! { ELM_NONE , ELM_FOLDER , ELM_ENUM , ELM_IMAGE , ELM_IMAGE_ATLAS, ELM_FONT , ELM_TEXT_STYLE , ELM_PANEL , ELM_GUI , ELM_SHADER , ELM_MTRL , ELM_WATER_MTRL , ELM_PHYS_MTRL , ELM_OBJ_CLASS , // this is 'Object' ( params) with 'Object.type' set to elm.id and 'Object.access' set to OBJ_ACCESS_CUSTOM ELM_OBJ , // this is 'Object' (main+params) ELM_MESH , ELM_SKEL , ELM_PHYS , ELM_ANIM , ELM_PANEL_IMAGE, ELM_ICON , // this is 2D image created from 3D object ELM_ENV , ELM_WORLD , ELM_SOUND , ELM_VIDEO , ELM_FILE , ELM_CODE , // Code ELM_LIB , // Code Library ELM_APP , // Code Application ELM_ICON_SETTS , // Icon Settings ELM_MINI_MAP , // World Mini Map ELM_GUI_SKIN , ELM_NUM , // number of element types ELM_ANY =ELM_NUM, ELM_NUM_ANY , // number of element types (including ELM_ANY) }; /******************************************************************************/ enum FORGOT_PASS_RESULT { FORGOT_PASS_EMAIL_NOT_FOUND, FORGOT_PASS_KEY_SENT, FORGOT_PASS_NO_SEND_MAIL, }; /******************************************************************************/ enum HB_MODE // Height Brush Mode { #if MOBILE HB_ADD , HB_SUB , #else HB_ADD_SUB, #endif HB_LEVEL , HB_FLAT , HB_AVG , HB_SOFT , HB_NOISE , HB_NUM , }; /******************************************************************************/ enum IMPORT_PHASE { IMPORT_GET_FILES, IMPORT_IMPORT , IMPORT_IMPORT1 , IMPORT_IMPORT2 , IMPORT_IMPORT3 , IMPORT_FINISHED , }; /******************************************************************************/ enum LOAD_RESULT { LOAD_OK , // success LOAD_EMPTY , // ok , but project is empty LOAD_NEWER , // failed, project requires newer engine version LOAD_LOCKED, // failed, project is currently opened in another instance (or that instance closed without unlocking) LOAD_ERROR , // failed, error occured while reading the file }; /******************************************************************************/ enum LOGIN_RESULT { LOGIN_EMAIL_NOT_FOUND_REGISTRATION_UNAVAILABLE, LOGIN_EMAIL_NOT_FOUND_REGISTRATION_AVAILABLE, LOGIN_EMAIL_FOUND_INVALID_PASS, LOGIN_LICENSE_USED, LOGIN_DEMO_USER_NOT_ALLOWED, LOGIN_SUCCESS, }; /******************************************************************************/ enum MATERIAL_SIMPLIFY : byte // !! this enum is saved !! { MS_NEVER , // don't simplify materials MS_MOBILE, // simplify only for mobile platforms MS_ALWAYS, // always simplify MS_NUM , }; /******************************************************************************/ enum MODE { MODE_OBJ , MODE_ANIM , MODE_WORLD , MODE_GUI_SKIN, MODE_GUI , MODE_CODE , MODE_TEX_DOWN, MODE_NUM , }; /******************************************************************************/ enum { FORCE_HQ =1<<0, // high quality IGNORE_ALPHA=1<<1, }; /******************************************************************************/ enum { CHANGE_NORMAL =1<<0, // set this first so that it will be equivalent to 'bool', because below some codes use "uint changed|=Sync(..)" CHANGE_AFFECT_FILE=1<<1, // this change affects the file }; /******************************************************************************/ enum OBJ_TYPE // Object Class Types { }; /******************************************************************************/ enum OP_HM_MODE { OP_HM_NONE, OP_HM_ADD_REM, OP_HM_HEIGHT, OP_HM_COLOR, OP_HM_MTRL, OP_HM_MTRL_SCALE, OP_HM_MTRL_HOLE, OP_HM_MTRL_MAX_1, OP_HM_MTRL_MAX_2, }; /******************************************************************************/ enum OP_OBJ_MODE { OP_OBJ_NONE , OP_OBJ_SET_MTRL , OP_OBJ_SET_GROUP, }; /******************************************************************************/ enum PUBLISH_STAGE { PUBLISH_MTRL_SIMPLIFY, PUBLISH_TEX_OPTIMIZE , PUBLISH_PUBLISH , }; /******************************************************************************/ enum REGISTER_RESULT { REGISTER_REGISTRATION_UNAVAILABLE, REGISTER_INVALID_EMAIL, REGISTER_EMAIL_USED, REGISTER_SUCCESS, }; /******************************************************************************/ enum SAVE_MODE { SAVE_DEFAULT, // default save SAVE_AUTO , // auto-save }; /******************************************************************************/ enum UNIT_TYPE { UNIT_DEFAULT, UNIT_PIXEL , UNIT_PERCENT, // 1/100 UNIT_PERMIL , // 1/1000 }; /******************************************************************************/ enum USER_ACCESS : byte { UA_NO_ACCESS, UA_READ_ONLY, UA_ARTIST , UA_NORMAL , UA_ADMIN , UA_NUM , }; /******************************************************************************/ enum VIEW_MODE { VIEW_FPP, VIEW_TPP, VIEW_ISO, VIEW_NUM, }; /******************************************************************************/ // CONSTANTS /******************************************************************************/ const int EE_APP_BUILD =59; const uint EditMeshFlagAnd=~(VTX_DUP|EDGE_ALL|FACE_NRM|ADJ_ALL|VTX_TAN_BIN), // TanBin are not needed in Edit because they're always re-created if needed GameMeshFlagAnd=~(VTX_DUP|EDGE_ALL|FACE_NRM|ADJ_ALL); const int ForceInstaller=-2, // -2=disable and don't update, -1=disable, 0=auto, 1=enable (this is used only in Debug) HeightBrushNoiseRes=256, MtrlBrushSlots=14, MaxDemoProjElms=64, MaxVisibleRadius=(X64 ? 20 : 15), MaxMaterialDownsize=3, // 0=full, 1=half, 2=quarter ClientSendBufSize=3*1024*1024, // 3 MB ServerSendBufSize=2*1024*1024, // 2 MB InvalidCoordinate=SIGN_BIT, RebuildBlockSize=6, LinearAnimFpsLimit=12, // min number of FPS for an animation to be set as linear EsenthelStoreMaxFileNum =16, // max num of files for item EsenthelStoreMaxFileSize =255*1024*1024, // 255 MB max file size EsenthelStoreFileChunked =100*1024*1024, // 100 MB EsenthelStoreFileChunkSize= 24*1024*1024, // 24 MB EsenthelStoreMaxIconSize =128*1024, // 128 KB EsenthelStoreMaxImageSize =256*1024, // 256 KB EsenthelStoreEngineLicense[]={1, 4, 5}, // Binary Monthly, Binary Yearly, Source Yearly DefaultVorbisBitRate= 96*1000, DefaultOpusBitRate = 96*1000, DefaultHQBitRate =128*1000, MeshSplitMaxSteps=3, // max steps of splitting a mesh MeshSplitMinVtxs=12000, // min number of vertexes in a mesh to split it MeshSplitMinSize=4; const uint MeshJoinAllTestVtxFlag=VTX_HLP|VTX_SIZE; const uint NewElmTime=1; const uint ProjectVersion =64, // !! increase this by one if any of engine/editor asset formats have changed !! ClientServerVersion=59; const int ServerNetworkCompressionLevel=9 , ClientNetworkCompressionLevel=5 , EsenthelProjectCompressionLevel=5; /******************************************************************************/ // TYPEDEFS /******************************************************************************/ typedef CacheElmPtr EditObjectPtr; ASSERT(MTECH_DEFAULT==0 && MTECH_ALPHA_TEST==1 && MTECH_FUR==2 && MTECH_GRASS==3 && MTECH_LEAF==4 && MTECH_BLEND==5 && MTECH_BLEND_LIGHT==6 && MTECH_BLEND_LIGHT_GRASS==7 && MTECH_BLEND_LIGHT_LEAF==8 && MTECH_TEST_BLEND_LIGHT==9 && MTECH_TEST_BLEND_LIGHT_GRASS==10 && MTECH_TEST_BLEND_LIGHT_LEAF==11); ASSERT(CIPHER_NONE==0 && CIPHER_1==1 && CIPHER_2==2 && CIPHER_3==3 && CIPHER_NUM==4); ASSERT(OBJ_ACCESS_CUSTOM==0 && OBJ_ACCESS_TERRAIN==1 && OBJ_ACCESS_GRASS==2 && OBJ_ACCESS_OVERLAY==3); /******************************************************************************/ /******************************************************************************/ // CLASSES /******************************************************************************/ #include "@WorldVer.h" #include "@WorldUndo.h" #include "@WorldData.h" #include "@WaypointListClass.h" #include "@Viewport4Region.h" #include "@Version.h" #include "@UpdateWindowClass.h" #include "@UpdaterClass.h" #include "@TimeStamp.h" #include "@TextureInfo.h" #include "@Texture.h" #include "@TextNoTest.h" #include "@TexInfoGetter.h" #include "@TerrainObj2.h" #include "@TerrainObj.h" #include "@SynchronizerClass.h" #include "@StoreFiles.h" #include "@SplitAnimation.h" #include "@SmallMatrix3.h" #include "@SmallMatrix.h" #include "@ServerClass.h" #include "@SelectionClass.h" #include "@Rotator.h" #include "@RiverBase.h" #include "@River.h" #include "@ReplaceNameClass.h" #include "@RenameSlotClass.h" #include "@RenameEventClass.h" #include "@RenameElmClass.h" #include "@RenameBoneClass.h" #include "@Rename.h" #include "@ReloadElmClass.h" #include "@RegisterWin.h" #include "@RayTest.h" #include "@PublishResult.h" #include "@PublishPVRTC.h" #include "@ProjectUpdate.h" #include "@ProjectLocked.h" #include "@ProjectCipher.h" #include "@PreviewClass.h" #include "@Pose.h" #include "@Player.h" #include "@PhysPath.h" #include "@ObjVer.h" #include "@ObjPtrs.h" #include "@ObjGrid.h" #include "@NewProjWin.h" #include "@NameDesc.h" #include "@MtrlImages.h" #include "@MtrlBrushClass.h" #include "@ModeTabs.h" #include "@MiniMapVer.h" #include "@MeshVariations.h" #include "@MeshParts.h" #include "@MaterialTech.h" #include "@LodView.h" #include "@ListElm.h" #include "@LakeBase.h" #include "@Lake.h" #include "@ImportTerrainTask.h" #include "@ImportCodeClass.h" #include "@ImageSkin.h" #include "@ImageGenerate.h" #include "@ImageConvert.h" #include "@IDReplace.h" #include "@Heightmap2.h" #include "@HeightBrushClass.h" #include "@GoToArea.h" #include "@FileSizeGetter.h" #include "@ExportWindow.h" #include "@EraseRemovedElms.h" #include "@EmbedObjBase.h" #include "@EmbedObj.h" #include "@ElmTypeVer.h" #include "@ElmTypeNameNoSpace.h" #include "@ElmNode.h" #include "@ElmName.h" #include "@ElmData.h" #include "@ElmCodeBase.h" #include "@ElmCode.h" #include "@ElmApp.h" #include "@ElmAnim.h" #include "@Elm.h" #include "@EEItem.h" #include "@EE1WorldSettings.h" #include "@EE1ObjGlobal.h" #include "@EE1EditWaypoint.h" #include "@EE1EditRiver.h" #include "@EE1EditLake.h" #include "@EditWaypointPoint.h" #include "@EditWaypoint.h" #include "@EditTextStyle.h" #include "@EditSkeleton.h" #include "@EditPhysMtrl.h" #include "@EditParams.h" #include "@EditParam.h" #include "@EditPanelImage.h" #include "@EditPanel.h" #include "@EditorServer.h" #include "@EditObjTypeClass.h" #include "@EditObject.h" #include "@EditMaterial.h" #include "@EditGuiSkin.h" #include "@EditFont.h" #include "@EditEnv.h" #include "@EditEnums.h" #include "@EditEnum.h" #include "@Cursor.h" #include "@ColorBrushClass.h" #include "@CodeView.h" #include "@Code.h" #include "@ClassNameDesc.h" #include "@Chunks.h" #include "@Chunk.h" #include "@ChangePassWin.h" #include "@CalculatorClass.h" #include "@BuilderClass.h" #include "@BitRateQuality.h" #include "@AreaVer.h" #include "@AreaSync.h" #include "@AreaBuild.h" #include "@GuiEditParam.h" #include "@Project.h" #include "@TextWhite.h" #include "@ViewportSkin.h" #include "@ElmWorld.h" #include "@ElmWaterMtrl.h" #include "@ElmVideo.h" #include "@PathProps.h" #include "@ElmTextStyle.h" #include "@ElmSound.h" #include "@ElmSkel.h" #include "@ElmPhysMtrl.h" #include "@ElmPhys.h" #include "@ElmPanelImage.h" #include "@ElmPanel.h" #include "@ElmObjClass.h" #include "@ElmObj.h" #include "@ElmMiniMap.h" #include "@ElmMesh.h" #include "@ElmMaterial.h" #include "@ElmImageAtlas.h" #include "@ElmImage.h" #include "@ElmIconSetts.h" #include "@ElmIcon.h" #include "@ElmGuiSkin.h" #include "@ElmGui.h" #include "@ElmFont.h" #include "@ElmFile.h" #include "@ElmEnv.h" #include "@ElmEnum.h" #include "@ElmCodeData.h" #include "@WorldChange.h" #include "@TextBlack.h" #include "@ObjData.h" #include "@Obj.h" #include "@NewWorldClass.h" #include "@EditWaterMtrl.h" #include "@NewLodClass.h" #include "@WaypointPos.h" #include "@MiscRegion.h" #include "@StoreClass.h" #include "@MeshAOClass.h" #include "@TransformRegion.h" #include "@MaterialRegion.h" #include "@LodRegion.h" #include "@WaterVer.h" #include "@LeafRegion.h" #include "@PublishClass.h" #include "@PropWin.h" #include "@PropEx.h" #include "@ImportTerrainClass.h" #include "@ImporterClass.h" #include "@TheaterClass.h" #include "@ProjectSettings.h" #include "@BrushClass.h" #include "@Projects.h" #include "@ImageEditor.h" #include "@SizeStatistics.h" #include "@ImageAtlasEditor.h" #include "@Area.h" #include "@AppPropsEditor.h" #include "@AnimEditor.h" #include "@AdjustBoneOrns.h" #include "@PanelImageEditor.h" #include "@RenameProjWin.h" #include "@PanelEditor.h" #include "@EnumEditor.h" #include "@VideoOptions.h" #include "@MulSoundVolumeClass.h" #include "@VideoEditor.h" #include "@PhysMtrlEditor.h" #include "@RemoveProjWin.h" #include "@MiniMapEditor.h" #include "@SetMtrlColorClass.h" #include "@MergeSimilarMaterials.h" #include "@GuiView.h" #include "@GuiSkinEditor.h" #include "@SoundEditor.h" #include "@DetectSimilarTextures.h" #include "@ParamEditor.h" #include "@CreateMaterials.h" #include "@ConvertToDeAtlasClass.h" #include "@ConvertToAtlasClass.h" #include "@CompareProjects.h" #include "@ProjectHierarchy.h" #include "@GroupRegion.h" #include "@GridPlaneLevel.h" #include "@ElmProperties.h" #include "@ObjView.h" #include "@FontEditor.h" #include "@TextStyleEditor.h" #include "@ObjScale.h" #include "@ObjRot.h" #include "@IconSettings.h" #include "@ObjPos.h" #include "@ObjPaintClass.h" #include "@ObjListClass.h" #include "@WaterMtrlRegion.h" #include "@TextureDownsize.h" #include "@ObjClassEditor.h" #include "@EnvEditor.h" #include "@ProjectEx.h" #include "@CopyElements.h" #include "@IconEditor.h" #include "@IconSettsEditor.h" #include "@WorldView.h" #include "@WorldBrushClass.h" /******************************************************************************/ // CPP /******************************************************************************/ #include "Auto.h" #include "Editor Update.h" #include "Editors/Mini Map.h" #include "Editors/Object/Mesh.h" #include "Editors/World/Area@0.h" #include "Editors/World/Builder.h" #include "Editors/World/Cursor.h" #include "Editors/World/Import Terrain.h" #include "Editors/World/Object@0.h" #include "Editors/World/Selection.h" #include "Editors/World/Water@0.h" #include "Editors/World/Waypoint@0.h" #include "Elm@0.h" #include "Game/Controls.h" #include "Game/Game.h" #include "Gui/Copy Elements.h" #include "Gui/Create Materials.h" #include "Gui/Gui.h" #include "Gui/Import 1.h" #include "Gui/Merge Similar Materials.h" #include "Gui/Project Update@0.h" #include "Main.h" #include "Preview.h" #include "Project@0.h" #include "Project List.h" #include "Publish.h" #include "Settings.h" #include "Shared/Area.h" #include "Shared/Commands.h" #include "Shared/Constants.h" #include "Shared/Elements/Object.h" #include "Shared/Elm.h" #include "Shared/Functions.h" #include "Shared/Project.h" #include "Store/License Test.h" /******************************************************************************/ // INLINE, TEMPLATES /******************************************************************************/ #include "Editors/Environment@0.inline.h" #include "Editors/Gui@1.inline.h" #include "Editors/Panel Image@0.inline.h" #include "Editors/Param.inline.h" #include "Game/Game.inline.h" #include "Gui/Gui.inline.h" #include "Project@0.inline.h" #include "Shared/Functions.inline.h" /******************************************************************************/