Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef IPRECACHESYSTEM_H
#define IPRECACHESYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/dbg.h"
#include "tier2/tier2.h"
#include "tier2/resourceprecacher.h"
#include "appframework/iappsystem.h"
//-----------------------------------------------------------------------------
// Resource access control API
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// IResourceAccessControl
// Purpose: Maintains lists of resources to use them as filters to prevent access
// to ensure proper precache behavior in game code
//-----------------------------------------------------------------------------
abstract_class IPrecacheSystem : public IAppSystem
{
public:
// Precaches/uncaches all resources used by a particular system
virtual void Cache( IPrecacheHandler *pPrecacheHandler, PrecacheSystem_t nSystem,
const char *pName, bool bPrecache, ResourceList_t hResourceList, bool bBuildResourceList ) = 0;
virtual void UncacheAll( IPrecacheHandler *pPrecacheHandler ) = 0 ;
virtual void Register( IResourcePrecacher *pResourcePrecacherFirst, PrecacheSystem_t nSystem ) = 0;
// Limits resource access to only resources used by this particular system
// Use GLOBAL system, and NULL name to disable limited resource access
virtual void LimitResourceAccess( PrecacheSystem_t nSystem, const char *pName ) = 0;
virtual void EndLimitedResourceAccess() = 0;
};
DECLARE_TIER2_INTERFACE( IPrecacheSystem, g_pPrecacheSystem );
#endif // IPRECACHESYSTEM_H