Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef IUIFILESYSTEM_H
#define IUIFILESYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "panoramatypes.h"
#include "utlbuffer.h"
namespace panorama
{
typedef void( __cdecl *FileChangeCallback_t )( const char *pFullPath );
//-----------------------------------------------------------------------------
// Purpose: FileSystem support
//-----------------------------------------------------------------------------
typedef void (LoadFileIntoBufferCallback_t)( const char * pchFile, CUtlBuffer &buf, bool bSuccess );
class IUIFileSystem
{
public:
// fully load the file into the buffer object
virtual bool LoadFileIntoBuffer( const char *pchFile, CUtlBuffer &buf, bool bText, FileChangeCallback_t fileChangeCallback = NULL ) = 0;
virtual void LoadFileIntoBufferAsync( const char *pchFile, CUtlBuffer &buf, bool bText, CUtlDelegate< LoadFileIntoBufferCallback_t > del ) = 0;
// replace this file with the contents of the buffer object
virtual bool SaveBufferToFile( CUtlBuffer &buf, const char *pchFile ) = 0;
// return true if this file is on disk (or in a resource file)
virtual bool FileExists( const char *pchFile ) = 0;
virtual bool RestoreContentFilename( const char *pchFile, CUtlString &fixedFilename ) { return false; }
virtual bool RestoreResourceFilename( const char *pchFile, CUtlString &fixedFilename ) { return false; }
// Run frame on main thread
virtual void RunFrame() = 0;
};
}
#endif // IUIFILESYSTEM_H