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>
40 lines
1.2 KiB
C++
40 lines
1.2 KiB
C++
//------------------------------------------------------------------------------
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// File: SysClock.h
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//
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// Desc: DirectShow base classes - defines a system clock implementation of
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// IReferenceClock.
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//
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// Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved.
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//------------------------------------------------------------------------------
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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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