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.
43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
//==========================================================================;
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF ANY
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// KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A PARTICULAR
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// PURPOSE.
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//
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// Copyright (c) 1992 - 1998 Microsoft Corporation. All Rights Reserved.
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//
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//--------------------------------------------------------------------------;
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// System Clock implementation of IReferenceClock
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// SYSCLOCK.H
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#ifndef __SYSTEMCLOCK__
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#define __SYSTEMCLOCK__
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//
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// Base clock. Uses timeGetTime ONLY
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// Uses most of the code in the base reference clock.
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// Provides GetTime
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//
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class CSystemClock : public CBaseReferenceClock, public IAMClockAdjust, public IPersist
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{
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public:
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// We must be able to create an instance of ourselves
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static CUnknown * WINAPI CreateInstance(LPUNKNOWN pUnk, HRESULT *phr);
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CSystemClock(TCHAR *pName, LPUNKNOWN pUnk, HRESULT *phr);
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DECLARE_IUNKNOWN
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STDMETHODIMP NonDelegatingQueryInterface(REFIID riid,void ** ppv);
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// Yield up our class id so that we can be persisted
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// Implement required Ipersist method
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STDMETHODIMP GetClassID(CLSID *pClsID);
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// IAMClockAdjust methods
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STDMETHODIMP SetClockDelta(REFERENCE_TIME rtDelta);
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}; //CSystemClock
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#endif /* __SYSTEMCLOCK__ */
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