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.
28 lines
544 B
C++
28 lines
544 B
C++
#if !defined(UNDOQUEUE_H)
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#define UNDOQUEUE_H
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#define MAX_UNDO 128
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#include"stdafx.h"
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#include"TCTTerrainData.h"
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class UndoQueue
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{
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protected:
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TCTTerrainData *Data[MAX_UNDO];
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int Initalized;
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int Current,Size,Filled,RedoTot;
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public:
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UndoQueue();
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~UndoQueue();
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void Initalize(int sze);
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void UnInitalize();
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void SetSize(int sze);
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TCTTerrainData &Undo(TCTTerrainData &);
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TCTTerrainData &Redo();
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int Undoable() {return Filled;}
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int Redoable() {return RedoTot;}
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void SaveState(TCTTerrainData &);
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};
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#endif |