Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMANAGER_H
#define IREPLAYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
#include "utllinkedlist.h"
//----------------------------------------------------------------------------------------
class CReplay; class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
class IReplayManager : public IBaseInterface { public: virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0; virtual CReplay *GetPlayingReplay() = 0; virtual CReplay *GetReplayForCurrentLife() = 0; virtual void FlagReplayForFlush( CReplay *pReplay, bool bForceImmediate ) = 0; virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0; virtual int GetReplayCount() const = 0; virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void GetReplays( CUtlLinkedList< CReplay *, int > &lstReplays ) = 0; virtual void GetReplaysAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstReplays ) = 0; virtual float GetDownloadProgress( const CReplay *pReplay ) = 0; virtual const char *GetReplaysDir() const = 0; };
//----------------------------------------------------------------------------------------
#endif // IREPLAYMANAGER_H
|