GameServer - Added some functionality in windowshell
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34b6b29fc4
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@ -56,7 +56,7 @@ namespace DanBias
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{
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{
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WindowShell::CreateConsoleWindow();
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WindowShell::CreateConsoleWindow();
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC()))
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if(! m_data->window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT())))
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return DanBiasClientReturn_Error;
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return DanBiasClientReturn_Error;
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if( FAILED( InitDirect3D() ) )
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if( FAILED( InitDirect3D() ) )
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@ -7,7 +7,7 @@ Game::PlayerData::PlayerData()
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{
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{
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//set some stats that are appropriate to a player
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//set some stats that are appropriate to a player
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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Oyster::Physics::API::SimpleBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float3(0,165,0);
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sbDesc.centerPosition = Oyster::Math::Float3(0,16,0);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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sbDesc.size = Oyster::Math::Float3(4,7,4);
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//create rigid body
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//create rigid body
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@ -25,7 +25,7 @@ void Level::InitiateLevel(float radius)
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API::SphericalBodyDescription sbDesc;
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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sbDesc.ignoreGravity = true;
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sbDesc.radius = 150;
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sbDesc.radius = 8;
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sbDesc.mass = 10e12f;
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sbDesc.mass = 10e12f;
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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@ -59,7 +59,7 @@ void Level::InitiateLevel(float radius)
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// add gravitation
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// add gravitation
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API::Gravity gravityWell;
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API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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gravityWell.well.mass = 10e16f;
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gravityWell.well.mass = 10e14f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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API::Instance().AddGravity(gravityWell);
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}
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}
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@ -92,9 +92,9 @@ namespace DanBias
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Protocol_ObjectPosition p(world, 2);
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Protocol_ObjectPosition p(world, 2);
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GameSession::gameSession->Send(*p.GetProtocol());
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GameSession::gameSession->Send(*p.GetProtocol());
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}
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}
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GameLogic::IObjectData* obj = NULL;
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else if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
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if(dynamic_cast<GameLogic::ILevelData*>(movedObject))
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{
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{
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GameLogic::IObjectData* obj = NULL;
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obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
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obj = ((GameLogic::ILevelData*)movedObject)->GetObjectAt(0);
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if(obj)
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if(obj)
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{
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{
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@ -291,6 +291,8 @@ bool NetworkClient::Connect(unsigned short port, const char serverIP[])
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void NetworkClient::Disconnect()
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void NetworkClient::Disconnect()
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{
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{
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if(!privateData) return;
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privateData->connection.Disconnect();
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privateData->connection.Disconnect();
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privateData->thread.Terminate();
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privateData->thread.Terminate();
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}
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}
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@ -7,7 +7,11 @@
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#include <Windows.h>
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#include <Windows.h>
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struct cPOINT :public POINT
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{
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cPOINT() { x=(0); y=(0); }
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cPOINT(int width, int height) { x=(width); y=(height); }
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};
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class WindowShell
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class WindowShell
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{
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{
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public:
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public:
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@ -28,23 +32,70 @@ public:
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HCURSOR cursor; //!< Optional
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HCURSOR cursor; //!< Optional
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HBRUSH background; //!< Optional
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HBRUSH background; //!< Optional
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WINDOW_INIT_DESC()
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WINDOW_INIT_DESC(
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HWND _parent = 0,
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HINSTANCE _hInstance = 0,
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WNDPROC _windowProcCallback = 0,
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const wchar_t* _windowName = L"Window",
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POINT _windowSize = cPOINT(800, 600),
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POINT _windowPosition = cPOINT(0,0),
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UINT _windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC),
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UINT _windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION),
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HICON _icon = LoadIcon(0, IDI_APPLICATION),
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HCURSOR _cursor = LoadCursor(NULL, IDC_ARROW),
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HBRUSH _background = (HBRUSH)GetStockObject(BLACK_BRUSH)
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)
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{
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{
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parent = 0;
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parent = _parent;
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hInstance = NULL;
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hInstance = _hInstance;
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windowName = L"Window";
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windowName = _windowName;
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windowSize.x = 800;
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windowSize = _windowSize;
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windowSize.y = 600;
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windowPosition = _windowPosition;
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windowPosition.x = 0;
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windowProcCallback = _windowProcCallback;
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windowPosition.y = 0;
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windowClassStyle = _windowClassStyle;
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windowProcCallback = NULL;
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windowStyle = _windowStyle;
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windowClassStyle = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
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icon = _icon;
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windowStyle = WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION;
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cursor = _cursor;
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//windowStyle = WS_OVERLAPPEDWINDOW;
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background = _background;
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}
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WINDOW_INIT_DESC(
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HWND _parent,
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HINSTANCE _hInstance,
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WNDPROC _windowProcCallback,
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const wchar_t* _windowName,
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cPOINT _windowSize,
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cPOINT _windowPosition
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)
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{
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parent = _parent;
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hInstance = _hInstance;
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windowName = _windowName;
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windowSize = _windowSize;
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windowPosition = _windowPosition;
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windowProcCallback = _windowProcCallback;
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windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC);
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windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION);
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icon = LoadIcon(0, IDI_APPLICATION);
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cursor = LoadCursor(NULL, IDC_ARROW);
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background = (HBRUSH)GetStockObject(BLACK_BRUSH);
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}
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WINDOW_INIT_DESC(
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const wchar_t* _windowName,
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cPOINT _windowSize,
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cPOINT _windowPosition
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)
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{
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parent = 0;
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hInstance = 0;
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windowName = _windowName;
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windowSize = _windowSize;
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windowPosition = _windowPosition;
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windowProcCallback = 0;
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windowClassStyle = (CS_HREDRAW | CS_VREDRAW | CS_OWNDC);
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windowStyle = (WS_POPUPWINDOW|WS_SYSMENU|WS_CAPTION);
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icon = LoadIcon(0, IDI_APPLICATION);
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icon = LoadIcon(0, IDI_APPLICATION);
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cursor = LoadCursor(NULL, IDC_ARROW);
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cursor = LoadCursor(NULL, IDC_ARROW);
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background = (HBRUSH)GetStockObject(BLACK_BRUSH);
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background = (HBRUSH)GetStockObject(BLACK_BRUSH);
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//background = (HBRUSH)GetStockObject(BACKGROUND_BLUE);(HBRUSH)(COLOR_WINDOW+1);
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}
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}
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};
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};
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