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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfGameGUIMgr Header //
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// A.K.A. "Ooh, we get a GUI!" //
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// //
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//// Description /////////////////////////////////////////////////////////////
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// //
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// The in-game GUI manager. Handles reading, creation, and input for //
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// dialog boxes at runtime. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfGameGUIMgr_h
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#define _pfGameGUIMgr_h
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#include "HeadSpin.h"
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#include "hsTemplates.h"
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#include "pnInputCore/plKeyDef.h"
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#include "pnKeyedObject/hsKeyedObject.h"
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#include <vector>
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class plPipeline;
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class plMessage;
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class pfGUIDialogMod;
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class pfGUIControlMod;
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class pfGameUIInputInterface;
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class plPostEffectMod;
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//// Tag Definitions /////////////////////////////////////////////////////////
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// Each dialog/control gets an optional tag ID number. This is the link
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// between MAX and C++. You attach a Tag component to a control or dialog
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// in MAX and assign it an ID (supplied by a list of konstants that are
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// hard-coded). Then, in code, you ask the gameGUIMgr for the dialog (or
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// control) with that ID, and pop, you get it back. Then you run with it.
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//
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// Easy, huh?
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class pfGUITag
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{
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public:
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uint32_t fID;
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char fName[ 128 ];
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};
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//
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// This class just holds a name and the key to set the receiver to
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// after the dialog gets loaded.
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class pfDialogNameSetKey
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{
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private:
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char *fName;
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plKey fKey;
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public:
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pfDialogNameSetKey(const char *name, plKey key) { fName = hsStrcpy(name); fKey=key; }
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~pfDialogNameSetKey() { delete [] fName; }
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const char *GetName() { return fName; }
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plKey GetKey() { return fKey; }
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};
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//// Manager Class Definition ////////////////////////////////////////////////
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class pfGUIPopUpMenu;
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class pfGameGUIMgr : public hsKeyedObject
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{
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friend class pfGameUIInputInterface;
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public:
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enum EventType
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{
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kMouseDown,
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kMouseUp,
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kMouseMove,
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kMouseDrag,
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kKeyDown,
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kKeyUp,
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kKeyRepeat,
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kMouseDblClick
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};
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enum
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{
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kNoModifiers = 0,
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kShiftDown = 0x01,
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kCtrlDown = 0x02,
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kCapsDown = 0x04
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};
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private:
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static pfGameGUIMgr *fInstance;
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protected:
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hsTArray<pfGUIDialogMod *> fDialogs;
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pfGUIDialogMod *fActiveDialogs;
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// These two lists help us manage when dialogs get told to load or unload versus when they actually *do*
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hsTArray<pfDialogNameSetKey *> fDlgsPendingLoad;
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hsTArray<pfDialogNameSetKey *> fDlgsPendingUnload;
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hsBool fActivated;
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uint32_t fActiveDlgCount;
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pfGameUIInputInterface *fInputConfig;
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uint32_t fInputCtlIndex;
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uint32_t fDefaultCursor;
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float fCursorOpacity;
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float fAspectRatio;
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// This is an array of the dialogs (by name) that need their
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// receiver key set once they are loaded.
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// This array shouldn't get more than one entry... but
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// it could be more....
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// LoadDialog adds an entry and MsgReceive removes it
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hsTArray<pfDialogNameSetKey *> fDialogToSetKeyOf;
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void ILoadDialog( const char *name );
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void IShowDialog( const char *name );
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void IHideDialog( const char *name );
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void IAddDlgToList( hsKeyedObject *obj );
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void IRemoveDlgFromList( hsKeyedObject *obj );
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void IActivateGUI( hsBool activate );
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hsBool IHandleMouse( EventType event, float mouseX, float mouseY, uint8_t modifiers, uint32_t *desiredCursor );
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hsBool IHandleKeyEvt( EventType event, plKeyDef key, uint8_t modifiers );
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hsBool IHandleKeyPress( wchar_t key, uint8_t modifiers );
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hsBool IModalBlocking( void );
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pfGUIDialogMod *IGetTopModal( void ) const;
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public:
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enum
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{
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kDlgModRef = 0
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};
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pfGameGUIMgr();
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~pfGameGUIMgr();
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CLASSNAME_REGISTER( pfGameGUIMgr );
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GETINTERFACE_ANY( pfGameGUIMgr, hsKeyedObject );
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void Draw( plPipeline *p );
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hsBool Init( void );
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virtual hsBool MsgReceive( plMessage* pMsg );
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void LoadDialog( const char *name, plKey recvrKey=nil, const char *ageName = nil ); // AgeName = nil defaults to "GUI"
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void ShowDialog( const char *name ) { IShowDialog(name); }
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void HideDialog( const char *name ) { IHideDialog(name); }
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void UnloadDialog( const char *name );
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void UnloadDialog( pfGUIDialogMod *dlg );
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void ShowDialog( pfGUIDialogMod *dlg, bool resetClickables=true );
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void HideDialog( pfGUIDialogMod *dlg );
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hsBool IsDialogLoaded( const char *name );
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pfGUIDialogMod *GetDialogFromString( const char *name );
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void SetDialogToNotify(const char *name, plKey recvrKey);
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void SetDialogToNotify(pfGUIDialogMod *dlg, plKey recvrKey);
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void SetDefaultCursor(uint32_t defaultCursor) { fDefaultCursor = defaultCursor; }
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uint32_t GetDefaultCursor() { return fDefaultCursor; }
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void SetCursorOpacity(float opacity) { fCursorOpacity = opacity; }
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float GetCursorOpacity() { return fCursorOpacity; }
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pfGUIPopUpMenu *FindPopUpMenu( const char *name );
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std::vector<plPostEffectMod*> GetDlgRenderMods( void ) const;
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hsBool IsModalBlocking( void ) {return IModalBlocking();}
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// Tag ID stuff
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pfGUIDialogMod *GetDialogFromTag( uint32_t tagID );
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pfGUIControlMod *GetControlFromTag( pfGUIDialogMod *dlg, uint32_t tagID );
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static uint32_t GetNumTags( void );
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static pfGUITag *GetTag( uint32_t tagIndex );
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static uint32_t GetHighestTag( void );
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void SetAspectRatio(float aspectratio);
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float GetAspectRatio() { return fAspectRatio; }
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static pfGameGUIMgr *GetInstance( void ) { return fInstance; }
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};
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#endif //_pfGameGUIMgr_h
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