Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef FILECHANGEWATCHER_H
#define FILECHANGEWATCHER_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
//-----------------------------------------------------------------------------
// Purpose: This class provides notifications of changes in directories.
// Call AddDirectory to tell it which directories to watch, then
// call Update() periodically to check for updates.
//-----------------------------------------------------------------------------
class CFileChangeWatcher { public: class ICallbacks { public: // Note: this is called if the file is added, removed, or modified. It's up to the app to figure out
// what it wants to do with the change.
virtual void OnFileChange( const char *pRelativeFilename, const char *pFullFilename ) = 0; }; CFileChangeWatcher(); ~CFileChangeWatcher(); void Init( ICallbacks *pCallbacks ); // pSearchPathBase would be like "c:\valve\hl2" and pDirName would be like "materials".
bool AddDirectory( const char *pSearchPathBase, const char *pDirName, bool bRecursive ); void Term(); // Call this periodically to update. It'll call your ICallbacks functions for anything it finds.
// Returns the number of updates it got.
int Update();
private: class CDirWatch { public: char m_SearchPathBase[MAX_PATH]; char m_DirName[MAX_PATH]; char m_FullDirName[MAX_PATH]; OVERLAPPED m_Overlapped; HANDLE m_hEvent; HANDLE m_hDir; // Created with CreateFile.
char m_Buffer[1024 * 16]; };
void SendNotification( CFileChangeWatcher::CDirWatch *pDirWatch, const char *pRelativeFilename ); BOOL CallReadDirectoryChanges( CFileChangeWatcher::CDirWatch *pDirWatch );
private: // Override these.
CUtlVector<CDirWatch*> m_DirWatches; ICallbacks *m_pCallbacks; };
#endif // FILECHANGEWATCHER_H
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