Files
Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
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.
2026-06-24 21:28:16 -05:00

55 lines
1.4 KiB
C++

// --convdllc.h----------------------------------------------------------------
//
// Conversion DLL cache object header file.
//
// Copyright (C) Microsoft Corp., 1986-1996. All rights reserved.
//
// ----------------------------------------------------------------------------
#ifndef _CONVDLLC_H
#define _CONVDLLC_H
//$--CDllCache-----------------------------------------------------------------
//
// Object to maintain cache of most frequently used conversion
// DLLs
//
//-----------------------------------------------------------------------------
// Constants
// maximum number of cached DLLs maintained
const UINT nCachedDlls = 1024;
class CDllCache
{
public:
CDllCache(); // constructor
~CDllCache(); // destructor
// Loads the DLL and saves in the cache
HRESULT HrAdd(
IN LPWSTR lpwszDllName); // name of DLL to load and add
// Finds handle of DLL in the cache
HRESULT HrFind(
IN LPWSTR lpwszDllName, // name of DLL to find
OUT HINSTANCE * phInst); // pointer to DLL instance handle
private:
// structure for cached DLL entries
struct SDllCache
{
WCHAR lpwszName[MAX_PATH + 1]; // DLL name
HINSTANCE hInst; // DLL instance handle
};
// array of pointers to cached DLLs
SDllCache * m_rgSDllCache[nCachedDlls];
};
#endif // _CONVDLLC_H