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