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.
56 lines
911 B
C++
56 lines
911 B
C++
#ifndef LAYER_H_
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#define LAYER_H_
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#include <afx.h>
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#include <MLR\MLR.hpp>
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#include <MLR\MLRHeaders.hpp>
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#include"ImageLib\image.h"
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class Layer
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{
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private:
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protected:
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bool Loaded;
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public:
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void SetState();
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Image Img;
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CString Name;
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MidLevelRenderer::MLRTexture *Texture;
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MidLevelRenderer::MLRState State;
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bool IsLoaded() {return Loaded;}
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Layer() {Loaded=false; Texture=NULL;}
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virtual void Import(const char *tname)=0;
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virtual void Import(Image &img)=0;
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Layer &operator=(Layer &lay);
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};
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class HeightFieldLayer:public Layer
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{
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private:
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protected:
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public:
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virtual void Import(const char *tname);
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virtual void Import(Image &img);
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};
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class TextureLayer:public Layer
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{
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private:
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protected:
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public:
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void LoadTexture(const char *tname);
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virtual void Import(const char *tname);
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virtual void Import(Image &img);
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};
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#endif |