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