Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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, CompressFunc_t pCompressFunc ) = 0;
enum eRepackBSPFlags
{
eRepackBSP_CompressLumps = 1 << 0,
eRepackBSP_CompressPackfile = 1 << 1
};
virtual bool RepackBSP( CUtlBuffer &inputBuffer, CUtlBuffer &outputBuffer, eRepackBSPFlags repackFlags ) = 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;
};
#define IBSPPACK_VERSION_STRING "IBSPPACK004"
#endif // IBSPPACK_H