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.
40 lines
843 B
C++
40 lines
843 B
C++
// ComposeInfo.h: interface for the CComposeInfo class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_COMPOSEINFO_H__61B14DF8_21B4_4EF9_AFED_6E4A5936224B__INCLUDED_)
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#define AFX_COMPOSEINFO_H__61B14DF8_21B4_4EF9_AFED_6E4A5936224B__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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class CImageGrinderView;
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class CImageGrinderDoc;
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class GridSeg
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{
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public:
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int row,col;
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GridSeg(int r,int c) {row=r; col=c;}
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GridSeg() {}
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};
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class CComposeInfo
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{
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public:
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void AddSeg(GridSeg &);
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void Init(int size);
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CImageGrinderView* CurView;
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CImageGrinderDoc* CurDoc;
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GridSeg Segs[1024];
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int NumSeg,MaxSeg;
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CComposeInfo();
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virtual ~CComposeInfo();
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};
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#endif // !defined(AFX_COMPOSEINFO_H__61B14DF8_21B4_4EF9_AFED_6E4A5936224B__INCLUDED_)
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