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