rodecomp/Source/Render/Textures/ClientTextureSources.h
ragnarok-clanker a47d20f8be Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.

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2026-10-25 07:42:41 +00:00

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C++

#ifndef RAGNAROK_SOURCE_RENDER_TEXTURES_CLIENTTEXTURESOURCES_H
#define RAGNAROK_SOURCE_RENDER_TEXTURES_CLIENTTEXTURESOURCES_H
#include "Render/Textures/TextureCache.h"
#include <ddraw.h>
struct TextureNames;
class BinkMovies;
class ClientTextureSources : public TextureSources {
public:
ClientTextureSources(TextureNames& names, const int& modeType, BinkMovies* const& movies, CRenderSystemBase*& system, IDirectDraw7* const& directDraw);
const char* Resolve(const char* name) override;
bool MovieSize(const char* name, int& width, int& height) override;
void CleanupTextures() override;
private:
TextureNames& m_names;
const int& m_modeType;
BinkMovies* const& m_movies;
CRenderSystemBase*& m_system;
IDirectDraw7* const& m_directDraw;
};
#endif