//========= 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