📄 gsg_sound.h
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// GSG_Sound.h: interface for the GSG_Sound class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GSG_SOUND_H__B03ED36F_206B_40FB_B382_58B08688A5AC__INCLUDED_)
#define AFX_GSG_SOUND_H__B03ED36F_206B_40FB_B382_58B08688A5AC__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
class GSG_Sound : public CGsGame
{
CGsSound* m_ptr_sound;
public:
GSG_Sound(CGsEngine* pEngine);
virtual ~GSG_Sound();
virtual HRESULT Draw(CGsSurface* pSurface);
virtual VOID Cleanup();
virtual HRESULT Render();
virtual FLAG Update(DWORD dwPassTime);
virtual LRESULT MsgProc( UINT uMsg, WPARAM wParam, LPARAM lParam );
virtual ID OnMouseMove( UINT nFlags, GPOINT point );
virtual ID OnMouseWheel( UINT nFlags, short zDelta, GPOINT point );
virtual ID OnLButtonDown( UINT nFlags, GPOINT point );
virtual ID OnLButtonUp( UINT nFlags, GPOINT point );
virtual ID OnLButtonDbClk( UINT nFlags, GPOINT point ) ;
virtual ID OnRButtonDown( UINT nFlags, GPOINT point );
virtual ID OnRButtonUp( UINT nFlags, GPOINT point );
virtual ID OnRButtonDbClk( UINT nFlags, GPOINT point );
virtual ID OnChar( UINT nChar, UINT nRepCnt, UINT nFlags );
virtual ID OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
virtual ID OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
};
#endif // !defined(AFX_GSG_SOUND_H__B03ED36F_206B_40FB_B382_58B08688A5AC__INCLUDED_)
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