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.
28 lines
799 B
C++
28 lines
799 B
C++
#if !defined(__C232COMM_H__)
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#define __C232COMM_H__
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class C232Comm
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{
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private:
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HANDLE m_hCom;
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int m_nPort;
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DCB m_dcb;
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COMMTIMEOUTS m_commTimeOuts;
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COMMCONFIG m_cc;
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COMMPROP m_cp;
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public:
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C232Comm();
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virtual ~C232Comm();
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BOOL IsValid() const { return m_hCom != INVALID_HANDLE_VALUE; }
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BOOL Open(int nPort, DWORD dwBaudRate = CBR_9600, BYTE dwParity = NOPARITY, BYTE bByteSize = 8, BYTE dwStopBits = ONESTOPBIT);
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void Close();
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int rxCom(void* pData, int nLen);
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BOOL rxComLoop(void* pData, int nLen);
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int txCom(const void* pData, int nLen);
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BOOL txComLoop(const void* pData, int nLen);
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void locProcessCommError();
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int CommunicationConfig(HWND hWndParent);
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};
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#endif // !defined(__C232COMM_H__)
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