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-rw-r--r--mp/src/common/replay/ireplaymoviemanager.h110
1 files changed, 55 insertions, 55 deletions
diff --git a/mp/src/common/replay/ireplaymoviemanager.h b/mp/src/common/replay/ireplaymoviemanager.h
index b7fe0f23..40f605f0 100644
--- a/mp/src/common/replay/ireplaymoviemanager.h
+++ b/mp/src/common/replay/ireplaymoviemanager.h
@@ -1,56 +1,56 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-//=======================================================================================//
-
-#ifndef IREPLAYMOVIEMANAGER_H
-#define IREPLAYMOVIEMANAGER_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-//----------------------------------------------------------------------------------------
-
-#include "interface.h"
-#include "utlstring.h"
-#include "utllinkedlist.h"
-#include "replay/replayhandle.h"
-
-//----------------------------------------------------------------------------------------
-
-class IReplayMovie;
-class CReplay;
-struct RenderMovieParams_t;
-class IQueryableReplayItem;
-
-//----------------------------------------------------------------------------------------
-
-abstract_class IReplayMovieManager : public IBaseInterface
-{
-public:
- virtual int GetMovieCount() = 0;
- virtual void GetMovieList( CUtlLinkedList< IReplayMovie * > &list ) = 0; // Fills the list with all movies
- virtual IReplayMovie *GetMovie( ReplayHandle_t hMovie ) = 0;
- virtual IReplayMovie *CreateAndAddMovie( ReplayHandle_t hReplay ) = 0; // Creates and adds a movie based on the given replay
- virtual void DeleteMovie( ReplayHandle_t hMovie ) = 0; // Delete a movie
- virtual int GetNumMoviesDependentOnReplay( const CReplay *pReplay ) = 0; // Get the number of movies that depend on the given replay
- virtual void GetCachedMovieTitleAndClear( wchar_t *pOut, int nOutBufLength ) = 0; // TODO: This is a hack - fix this
- virtual void SetPendingMovie( IReplayMovie *pMovie ) = 0;
- virtual IReplayMovie *GetPendingMovie() = 0;
- virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bImmediate ) = 0;
- virtual void GetMoviesAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstMovies ) = 0;
- virtual const char *GetRenderDir() const = 0;
- virtual const char *GetRawExportDir() const = 0;
-
- // TODO: Is this the best place for code that actually manages rendering?
- virtual bool IsRendering() const = 0;
- virtual bool RenderingCancelled() const = 0;
- virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
- virtual void RenderNextMovie() = 0;
- virtual void CompleteRender( bool bSuccess, bool bShowBrowser ) = 0;
- virtual void CancelRender() = 0;
- virtual void ClearRenderCancelledFlag() = 0;
-};
-
-//----------------------------------------------------------------------------------------
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+//=======================================================================================//
+
+#ifndef IREPLAYMOVIEMANAGER_H
+#define IREPLAYMOVIEMANAGER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//----------------------------------------------------------------------------------------
+
+#include "interface.h"
+#include "utlstring.h"
+#include "utllinkedlist.h"
+#include "replay/replayhandle.h"
+
+//----------------------------------------------------------------------------------------
+
+class IReplayMovie;
+class CReplay;
+struct RenderMovieParams_t;
+class IQueryableReplayItem;
+
+//----------------------------------------------------------------------------------------
+
+abstract_class IReplayMovieManager : public IBaseInterface
+{
+public:
+ virtual int GetMovieCount() = 0;
+ virtual void GetMovieList( CUtlLinkedList< IReplayMovie * > &list ) = 0; // Fills the list with all movies
+ virtual IReplayMovie *GetMovie( ReplayHandle_t hMovie ) = 0;
+ virtual IReplayMovie *CreateAndAddMovie( ReplayHandle_t hReplay ) = 0; // Creates and adds a movie based on the given replay
+ virtual void DeleteMovie( ReplayHandle_t hMovie ) = 0; // Delete a movie
+ virtual int GetNumMoviesDependentOnReplay( const CReplay *pReplay ) = 0; // Get the number of movies that depend on the given replay
+ virtual void GetCachedMovieTitleAndClear( wchar_t *pOut, int nOutBufLength ) = 0; // TODO: This is a hack - fix this
+ virtual void SetPendingMovie( IReplayMovie *pMovie ) = 0;
+ virtual IReplayMovie *GetPendingMovie() = 0;
+ virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bImmediate ) = 0;
+ virtual void GetMoviesAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstMovies ) = 0;
+ virtual const char *GetRenderDir() const = 0;
+ virtual const char *GetRawExportDir() const = 0;
+
+ // TODO: Is this the best place for code that actually manages rendering?
+ virtual bool IsRendering() const = 0;
+ virtual bool RenderingCancelled() const = 0;
+ virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
+ virtual void RenderNextMovie() = 0;
+ virtual void CompleteRender( bool bSuccess, bool bShowBrowser ) = 0;
+ virtual void CancelRender() = 0;
+ virtual void ClearRenderCancelledFlag() = 0;
+};
+
+//----------------------------------------------------------------------------------------
+
#endif // IREPLAYMOVIEMANAGER_H \ No newline at end of file