Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SCENEIMAGE_H
#define SCENEIMAGE_H
#ifdef _WIN32
#pragma once
#endif
class ISceneTokenProcessor;
class ISceneCompileStatus
{
public:
virtual void UpdateStatus( char const *pchSceneName, bool bQuiet, int nIndex, int nCount ) = 0;
};
class CUtlBuffer;
class CUtlString;
class ISceneImage
{
public:
virtual bool CreateSceneImageFile( CUtlBuffer &targetBuffer, char const *pchModPath, bool bLittleEndian, bool bQuiet, ISceneCompileStatus *Status ) = 0;
// This will update the scenes.image file, or create a new one if it doesn't exist.
// The caller should pass in the existing .image file in targetBuffer!!!
virtual bool UpdateSceneImageFile( CUtlBuffer &targetBuffer, char const *pchModPath, bool bLittleEndian, bool bQuiet, ISceneCompileStatus *Status, CUtlString *pFilesToUpdate, int nUpdateCount ) = 0;
};
extern ISceneImage *g_pSceneImage;
extern ISceneTokenProcessor *tokenprocessor;
#endif // SCENEIMAGE_H