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.
63 lines
1.3 KiB
C++
63 lines
1.3 KiB
C++
// ImageCache.h: interface for the CImageCache class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_IMAGECACHE_H__46D028E9_5A10_11D3_8B36_00902712C9AE__INCLUDED_)
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#define AFX_IMAGECACHE_H__46D028E9_5A10_11D3_8B36_00902712C9AE__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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#include "..\..\Libraries\ImageLib\Image.h"
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#define MAXIMAGES 1024
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class ImageChain
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{
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protected:
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Image OrgImg;
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Image *HFImg;
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Image *PrvImg;
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Image *TNImg;
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public:
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ImageChain();
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void LoadImg(CString str);
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void BuildHFImg(int nx,int ny);
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void BuildPrvImg(int nx,int ny);
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void BuildTNImg(int nx,int ny);
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Image *GetImage();
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Image *GetHFImage();
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Image *GetPrvImage();
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Image *GetTNImage();
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void SaveChain(FILE *fl);
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void LoadChain(FILE *fl);
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~ImageChain();
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};
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class CImageCache
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{
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protected:
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ImageChain *ISet[MAXIMAGES];
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int ImgTot;
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public:
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static void InitInstance();
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ImageChain *GetChain(CString &str);
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BOOL LoadNextImage(int x,int y);
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void SaveCache(CString fname);
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void LoadCache(CString fname);
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void SaveCache(FILE *fl);
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void LoadCache(FILE *fl);
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void Clear();
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CImageCache();
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static CImageCache *Instance;
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virtual ~CImageCache();
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};
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#endif // !defined(AFX_IMAGECACHE_H__46D028E9_5A10_11D3_8B36_00902712C9AE__INCLUDED_)
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