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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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// pfGUITagDefs.cpp //
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// List of Tag IDs for the GameGUIMgr //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfGUITagDefs_h
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#define _pfGUITagDefs_h
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#include "pfGameGUIMgr.h"
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//// Tag List ////////////////////////////////////////////////////////////////
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// Here's the actual list of tags. It's basically a list of konstants, but
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// they get translated into two things:
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// 1. An enum, to send as a uint32_t to the GetDialogFromTag() and
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// GetControlFromTag() functions.
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// 2. A string, which gets put in a dropdown box in the appropriate
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// MAX component, which sets the given control's tag ID to the
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// right konstant.
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// Step 1: Add your konstant to the end of this list
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enum
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{
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kKIMainDialog = 1,
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kKITestEditBox,
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kKIEntryDlg,
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kKICloseButton,
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kKITestControl2,
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kKIAddButton,
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kKIEditButton,
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kKIRemoveButton,
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kKIYesNoDlg,
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kKIYesBtn,
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kKINoBtn,
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kKIStaticText,
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kKITestControl3,
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kKIMiniDialog,
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kPlayerBook,
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kPBLinkToBtn,
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kPBSaveLinkBtn,
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kPBSaveSlotRadio,
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kPBSaveSlotPrev1,
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kPBSaveSlotPrev2,
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kPBSaveSlotPrev3,
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kPBSaveSlotPrev4,
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kPBSaveSlotPrev5,
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kPBSaveSlotPrev6,
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kKICurrPlayerText = 30,
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kKIPlayerList = 31,
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kKIChatModeBtn = 32,
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kBlackBarDlg = 33,
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kBlackBarKIButtons = 34,
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kKILogoutButton = 35,
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};
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// Step 2: Add the string to the .cpp file
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#endif
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