- Correct initialisation of TeamsGameOver (on mobile it doesn't get reset between plays, so ones set to true, prevents game to be finished next time)
// Util/InOutTempBuffer.h
#ifndef __IN_OUT_TEMP_BUFFER_H
#define __IN_OUT_TEMP_BUFFER_H
#include "../../Windows/FileIO.h"
#include "../../Windows/FileDir.h"
#include "../../Common/MyCom.h"
#include "../IStream.h"
class CInOutTempBuffer
{
NWindows::NFile::NDirectory::CTempFile _tempFile;
NWindows::NFile::NIO::COutFile _outFile;
NWindows::NFile::NIO::CInFile _inFile;
Byte *_buffer;
UInt32 _bufferPosition;
UInt32 _currentPositionInBuffer;
CSysString _tmpFileName;
bool _tmpFileCreated;
UInt64 _fileSize;
bool WriteToFile(const void *data, UInt32 size);
public:
CInOutTempBuffer();
~CInOutTempBuffer();
void Create();
void InitWriting();
bool Write(const void *data, UInt32 size);
UInt64 GetDataSize() const { return _fileSize; }
bool FlushWrite();
bool InitReading();
HRESULT WriteToStream(ISequentialOutStream *stream);
};
class CSequentialOutTempBufferImp:
public ISequentialOutStream,
public CMyUnknownImp
{
CInOutTempBuffer *_buffer;
public:
// CSequentialOutStreamImp(): _size(0) {}
// UInt32 _size;
void Init(CInOutTempBuffer *buffer) { _buffer = buffer; }
// UInt32 GetSize() const { return _size; }
MY_UNKNOWN_IMP
STDMETHOD(Write)(const void *data, UInt32 size, UInt32 *processedSize);
};
#endif