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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ISCENEFILECACHE_H
#define ISCENEFILECACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "appframework/IAppSystem.h"
// the file cache can support persisting some calcs
struct SceneCachedData_t
{
unsigned int msecs;
int numSounds;
int sceneId;
};
class ISceneFileCache : public IAppSystem
{
public:
// async implemenation
virtual size_t GetSceneBufferSize( char const *filename ) = 0;
virtual bool GetSceneData( char const *filename, byte *buf, size_t bufsize ) = 0;
// persisted scene data, returns true if valid, false otherwise
virtual bool GetSceneCachedData( char const *pFilename, SceneCachedData_t *pData ) = 0;
virtual short GetSceneCachedSound( int iScene, int iSound ) = 0;
virtual const char *GetSceneString( short stringId ) = 0;
// Physically reloads image from disk
virtual void Reload() = 0;
};
#define SCENE_FILE_CACHE_INTERFACE_VERSION "SceneFileCache002"
#endif // ISCENEFILECACHE_H
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