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.
41 lines
1.0 KiB
C++
41 lines
1.0 KiB
C++
// FileNode.h: interface for the FileNode class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_FILENODE_H__E0A7188F_D467_4033_AF12_9402FF6B791E__INCLUDED_)
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#define AFX_FILENODE_H__E0A7188F_D467_4033_AF12_9402FF6B791E__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 <Stuff\Stuff.hpp>
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using namespace Stuff;
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class FileNode
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{
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protected:
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FileNode *Parent;
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DynamicArrayOf<FileNode *> Children;
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void RemoveChild(int loc);
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void OrganizeTree(FileNode *root_node);
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int ChildTot;
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bool IsSorted;
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const char *FileName;
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public:
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const char *GetName() {return FileName;}
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FileNode *GetParent() {return Parent;}
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void AddChild(FileNode *new_child);
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void RemoveChild(FileNode *child) { RemoveChild(FindChild(child));}
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void OrganizeTree();
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int FindChild(FileNode *child);
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FileNode(const char *fname);
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virtual ~FileNode();
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};
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#endif // !defined(AFX_FILENODE_H__E0A7188F_D467_4033_AF12_9402FF6B791E__INCLUDED_)
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