Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef SCRIPLIB_H
#define SCRIPLIB_H
#ifdef _WIN32
#pragma once
#endif
enum ScriptPathMode_t
{
SCRIPT_USE_ABSOLUTE_PATH,
SCRIPT_USE_RELATIVE_PATH
};
// scriplib.h
#define MAXTOKEN 1024
extern char token[MAXTOKEN];
extern char *scriptbuffer,*script_p,*scriptend_p;
extern int grabbed;
extern int scriptline;
extern qboolean endofscript;
// If pathMode is SCRIPT_USE_ABSOLUTE_PATH, then it uses ExpandPath() on the filename before
// trying to open it. Otherwise, it passes the filename straight into the filesystem
// (so you can leave it as a relative path).
void LoadScriptFile (char *filename, ScriptPathMode_t pathMode=SCRIPT_USE_ABSOLUTE_PATH);
void ParseFromMemory (char *buffer, int size);
qboolean GetToken (qboolean crossline);
qboolean GetExprToken (qboolean crossline);
void UnGetToken (void);
qboolean TokenAvailable (void);
qboolean GetTokenizerStatus( char **pFilename, int *pLine );
bool SetCheckSingleCharTokens( bool bCheck );
// SCRIPT_LOADED_CALLBACK:
// Is called after the contents of a file is loaded.
// pFilenameLoaded is the path of a file that got loaded.
// pIncludedFromFileName is the name of the parent file or NULL if loaded because of "LoadScriptFile" toplevel call.
// nIncludeLineNumber is the number of the line in the parent file with $include statement or 0 in case of "LoadScriptFile"
typedef void ( * SCRIPT_LOADED_CALLBACK )( char const *pFilenameLoaded, char const *pIncludedFromFileName, int nIncludeLineNumber );
// SetScriptLoadedCallback:
// Sets the new callback for script loading.
// Returns the previous callback function.
SCRIPT_LOADED_CALLBACK SetScriptLoadedCallback( SCRIPT_LOADED_CALLBACK pfnNewScriptLoadedCallback );
#include "tier1/utlstring.h"
#include "tier1/utlvector.h"
CUtlString SetSingleCharTokenList( const char *pszSingleCharTokenList );
class CUtlBuffer;
enum DiskWriteMode_t
{
WRITE_TO_DISK_NEVER,
WRITE_TO_DISK_ALWAYS,
WRITE_TO_DISK_UPDATE, // file must exist
};
struct fileList_t
{
CUtlString fileName;
time_t timeWrite;
};
class IScriptLib
{
public:
virtual bool ReadFileToBuffer( const char *pSourceName, CUtlBuffer &buffer, bool bText = false, bool bNoOpenFailureWarning = false ) = 0;
virtual bool WriteBufferToFile( const char *pTargetName, CUtlBuffer &buffer, DiskWriteMode_t writeMode ) = 0;
virtual int FindFiles( char* pFileMask, bool bRecurse, CUtlVector<fileList_t> &fileList ) = 0;
virtual char *MakeTemporaryFilename( char const *pchModPath, char *pPath, int pathSize ) = 0;
virtual void DeleteTemporaryFiles( const char *pFileMask ) = 0;
virtual int CompareFileTime( const char *pFilenameA, const char *pFilenameB ) = 0;
virtual bool DoesFileExist( const char *pFilename ) = 0;
};
extern IScriptLib *scriptlib;
#endif // SCRIPLIB_H