//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef IBSPPACK_H #define IBSPPACK_H #ifdef _WIN32 #pragma once #endif #include "interface.h" #include "utlvector.h" #include "utlstring.h" class IFileSystem; abstract_class IBSPPack { public: virtual void LoadBSPFile( IFileSystem *pFileSystem, char *filename ) = 0; virtual void WriteBSPFile( char *filename ) = 0; virtual void ClearPackFile( void ) = 0; virtual void AddFileToPack( const char *relativename, const char *fullpath ) = 0; virtual void AddBufferToPack( const char *relativename, void *data, int length, bool bTextMode ) = 0; virtual void SetHDRMode( bool bHDR ) = 0; virtual bool SwapBSPFile( IFileSystem *pFileSystem, const char *filename, const char *swapFilename, bool bSwapOnLoad, VTFConvertFunc_t pVTFConvertFunc, VHVFixupFunc_t pVHVFixupFunc, CompressFunc_t pCompressFunc ) = 0; // used to get/set the pak file from a BSP virtual bool GetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, void **pPakData, int *pPakSize ) = 0; virtual bool SetPakFileLump( IFileSystem *pFileSystem, const char *pBSPFilename, const char *pNewFilename, void *pPakData, int pakSize ) = 0; // populates list of files that bsp owns, i.e. world/cubmap materials, statis props, etc virtual bool GetBSPDependants( IFileSystem *pFileSystem, const char *pBSPFilename, CUtlVector< CUtlString > *pList ) = 0; // This is here to avoid having things like the runtime engine.dll have to statically link to LZMA for the encoder!!! virtual void AddBufferToPackAndLZMACompress( const char *relativename, void *data, int length ) = 0; virtual void RemoveFileFromPack( char const *relativename ) = 0; }; #define IBSPPACK_VERSION_STRING "IBSPPACK003" #endif // IBSPPACK_H