Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
49 lines
817 B
C++
49 lines
817 B
C++
// ComposeInfo.cpp: implementation of the CComposeInfo class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "stdafx.h"
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#include "imagegrinder.h"
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#include "ComposeInfo.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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CComposeInfo::CComposeInfo()
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{
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//Segs=NULL;
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MaxSeg=NumSeg=0;
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}
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CComposeInfo::~CComposeInfo()
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{
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/*
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if(Segs)
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delete Segs;
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*/
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}
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void CComposeInfo::Init(int size)
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{
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ASSERT(size<1024);
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/*
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if(Segs)
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delete Segs;
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Segs=new GridSeg[size];
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MaxSeg=size;
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NumSeg=0;
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*/
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MaxSeg=1024;
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NumSeg=0;
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}
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void CComposeInfo::AddSeg(GridSeg &seg)
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{
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ASSERT(Segs);
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ASSERT(NumSeg<=MaxSeg);
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Segs[NumSeg++]=seg;
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}
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