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.
32 lines
1006 B
C++
32 lines
1006 B
C++
//==========================================================================;
|
|
//
|
|
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
|
|
// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
|
|
// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
|
|
// PURPOSE.
|
|
//
|
|
// Copyright (c) 1992 - 1998 Microsoft Corporation. All Rights Reserved.
|
|
//
|
|
//--------------------------------------------------------------------------;
|
|
#ifndef __seekpt_h__
|
|
#define __seekpt_h__
|
|
|
|
|
|
class CSeekingPassThru : public ISeekingPassThru, public CUnknown
|
|
{
|
|
public:
|
|
static CUnknown *CreateInstance(LPUNKNOWN pUnk, HRESULT *phr);
|
|
CSeekingPassThru(TCHAR *pName, LPUNKNOWN pUnk, HRESULT *phr);
|
|
~CSeekingPassThru();
|
|
|
|
DECLARE_IUNKNOWN;
|
|
STDMETHODIMP NonDelegatingQueryInterface(REFIID riid, void ** ppv);
|
|
|
|
STDMETHODIMP Init(BOOL bSupportRendering, IPin *pPin);
|
|
|
|
private:
|
|
CPosPassThru *m_pPosPassThru;
|
|
};
|
|
|
|
#endif
|