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.
59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
#include "ElementProxyHeaders.hpp"
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#include <Proxies\Info.hpp>
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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MLRTexturePoolProxy::GetInfo(
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GetInfoProcess *process
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)
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{
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Check_Object(this);
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Check_Object(process);
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//
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//---------------------------------------
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// Make sure that the process says its OK
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//---------------------------------------
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//
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process->InfoCallback(GetInfoProcess::InfoTextureLibraryMode);
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if (!process->continueProcess)
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return;
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//
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//-------------
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// Get the info
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//-------------
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//
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MString name;
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GetName(&name);
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process->TellMyName(&name, GetInfoProcess::InfoTextureLibraryMode);
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process->TalkAboutATexLibrary(texturePath, ".tga");
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//
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//------------------------------------------------------------------
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// For each texture, get the info
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//------------------------------------------------------------------
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//
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TextureProxy *other_texture = UseFirstTextureProxy();
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while (other_texture)
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{
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Check_Object(other_texture);
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other_texture->GetInfo(process);
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TextureProxy *next = other_texture->UseNextTextureProxyInLibrary();
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other_texture->DetachReference();
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if (process->continueProcess)
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other_texture = next;
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else
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{
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if (other_texture)
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other_texture->DetachReference();
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break;
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}
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}
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}
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