//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef SCENEIMAGE_H #define SCENEIMAGE_H #ifdef _WIN32 #pragma once #endif class ISceneTokenProcessor; class ISceneCompileStatus { public: virtual void UpdateStatus( char const *pchSceneName, bool bQuiet, int nIndex, int nCount ) = 0; }; class CUtlBuffer; class ISceneImage { public: virtual bool CreateSceneImageFile( CUtlBuffer &targetBuffer, char const *pchModPath, bool bLittleEndian, bool bQuiet, ISceneCompileStatus *Status ) = 0; }; extern ISceneImage *g_pSceneImage; extern ISceneTokenProcessor *tokenprocessor; #endif // SCENEIMAGE_H