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//========= 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, StudioConvertFunc_t pStudioConvertFunc, CompressFunc_t pCompressFunc, char const *szPlatform ) = 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
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