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
878 B
C++
32 lines
878 B
C++
// PathManager.h: interface for the CPathManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_PATHMANAGER_H__BB8EF7BC_ABE5_4D19_82E4_FFAA5343F165__INCLUDED_)
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#define AFX_PATHMANAGER_H__BB8EF7BC_ABE5_4D19_82E4_FFAA5343F165__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 <afxtempl.h>
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class CPathManager
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{
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protected:
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CArray<CString, CString &> PathList;
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void AddPath(CString str);
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bool DoesFileExist(const char *fname,const CString &path);
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public:
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void ScanRegistry();
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bool GetFile(const char *fname,CString &path,CString &outfile);
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bool GetPath(const char *fname,CString &path);
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void ScanProject(CString dspfname);
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CPathManager();
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virtual ~CPathManager();
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};
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#endif // !defined(AFX_PATHMANAGER_H__BB8EF7BC_ABE5_4D19_82E4_FFAA5343F165__INCLUDED_)
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