Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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//-----------------------------------------------------------------------------
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// File: D3DTextr.h
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//
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// Desc: Functions to manage textures, including creating (loading from a
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// file), restoring lost surfaces, invalidating, and destroying.
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//
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// Note: the implementation of these functions maintains an internal list
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// of loaded textures. After creation, individual textures are referenced
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// via their ASCII names.
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved
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//-----------------------------------------------------------------------------
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#ifndef D3DTEXTR_H
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#define D3DTEXTR_H
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#include <ddraw.h>
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#include <d3d.h>
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//-----------------------------------------------------------------------------
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// Access functions for loaded textures. Note: these functions search
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// an internal list of the textures, and use the texture associated with the
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// ASCII name.
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//-----------------------------------------------------------------------------
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LPDIRECTDRAWSURFACE7 D3DTextr_GetSurface( TCHAR* strName );
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//-----------------------------------------------------------------------------
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// Texture invalidation and restoration functions
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//-----------------------------------------------------------------------------
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HRESULT D3DTextr_Invalidate( TCHAR* strName );
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HRESULT D3DTextr_Restore( TCHAR* strName, LPDIRECT3DDEVICE7 pd3dDevice );
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HRESULT D3DTextr_InvalidateAllTextures();
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HRESULT D3DTextr_RestoreAllTextures( LPDIRECT3DDEVICE7 pd3dDevice );
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//-----------------------------------------------------------------------------
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// Texture creation and deletion functions
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//-----------------------------------------------------------------------------
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#define D3DTEXTR_TRANSPARENTWHITE 0x00000001
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#define D3DTEXTR_TRANSPARENTBLACK 0x00000002
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#define D3DTEXTR_32BITSPERPIXEL 0x00000004
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#define D3DTEXTR_16BITSPERPIXEL 0x00000008
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#define D3DTEXTR_CREATEWITHALPHA 0x00000010
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HRESULT D3DTextr_CreateTextureFromFile( TCHAR* strName, DWORD dwStage=0L,
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DWORD dwFlags=0L );
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HRESULT D3DTextr_CreateEmptyTexture( TCHAR* strName, DWORD dwWidth,
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DWORD dwHeight, DWORD dwStage,
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DWORD dwFlags );
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HRESULT D3DTextr_DestroyTexture( TCHAR* strName );
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VOID D3DTextr_SetTexturePath( TCHAR* strTexturePath );
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//-----------------------------------------------------------------------------
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// Name: TextureContainer
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// Desc: Linked list structure to hold info per texture
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//-----------------------------------------------------------------------------
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struct TextureContainer
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{
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TextureContainer* m_pNext; // Linked list ptr
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TCHAR m_strName[MAX_PATH]; // Name of texture (doubles as image filename)
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DWORD m_dwWidth;
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DWORD m_dwHeight;
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DWORD m_dwStage; // Texture stage (for multitexture devices)
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DWORD m_dwBPP;
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DWORD m_dwFlags;
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BOOL m_bHasAlpha;
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UINT m_nRes;
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LPDIRECTDRAWSURFACE7 m_pddsSurface; // Surface of the texture
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HBITMAP m_hbmBitmap; // Bitmap containing texture image
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DWORD* m_pRGBAData;
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public:
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HRESULT LoadImageData();
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HRESULT LoadBitmapFile( TCHAR* strPathname );
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HRESULT Restore( LPDIRECT3DDEVICE7 pd3dDevice );
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HRESULT CopyBitmapToSurface();
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HRESULT CopyRGBADataToSurface();
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TextureContainer( TCHAR* strName, DWORD dwStage, DWORD dwFlags, UINT nRes = NULL );
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~TextureContainer();
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};
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#endif // D3DTEXTR_H
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