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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#ifndef IREPLAYMANAGER_H
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#define IREPLAYMANAGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//----------------------------------------------------------------------------------------
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#include "interface.h"
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#include "replay/replayhandle.h"
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#include "utllinkedlist.h"
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//----------------------------------------------------------------------------------------
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class CReplay;
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class IQueryableReplayItem;
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//----------------------------------------------------------------------------------------
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class IReplayManager : public IBaseInterface
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{
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public:
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virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
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virtual CReplay *GetPlayingReplay() = 0;
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virtual CReplay *GetReplayForCurrentLife() = 0;
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virtual void FlagReplayForFlush( CReplay *pReplay, bool bForceImmediate ) = 0;
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virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
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virtual int GetReplayCount() const = 0;
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virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
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virtual void GetReplays( CUtlLinkedList< CReplay *, int > &lstReplays ) = 0;
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virtual void GetReplaysAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstReplays ) = 0;
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virtual float GetDownloadProgress( const CReplay *pReplay ) = 0;
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virtual const char *GetReplaysDir() const = 0;
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};
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//----------------------------------------------------------------------------------------
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#endif // IREPLAYMANAGER_H
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