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https://github.com/Facepunch/sbox-public.git
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
48 lines
1.5 KiB
Modula-2
48 lines
1.5 KiB
Modula-2
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native class CUtlVector<IAssetType*> as NativeEngine.CUtlVectorAssetType
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{
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void DeleteThis(); [delete]
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static CUtlVectorAssetType Create( int growsize, int initialcapacity ); [new]
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int Count();
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IAssetType Element( int i );
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}
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managed static class Editor.AssetSystem
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{
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void PreInitialize();
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void AssetAdded( IAsset asset );
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void AssetRemoved( uint index );
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void AssetChanged( uint index );
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void UpdateAssetAutoTags( uint index );
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void RecordAssetOpen( uint index );
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void AssetScanComplete();
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void RegisterAssetType( int, IAssetType assetType );
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void InitializeCompilerForFilename( IResourceCompilerContext context, string filename );
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bool TryManagedCompile( IResourceCompilerContext context );
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void OnSoundReload( string filename );
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void OnSoundReloaded( string filename );
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void OnDemandRecompile( uint index, string reason );
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// Lots of parameters, a struct would be nice but pointers are weird in structs
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void OpenPicker( QWidget pParentWidget, CUtlVectorAssetType assetTypes, IAssetPickerListener callback, int viewmode, IAsset selectedAsset, string titleAndSettingsName, bool cloudAllowed, string initialSearchText );
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void PopulateAssetMenu( QMenu qMenu, IAsset asset );
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}
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// Wraps a AssetPickedInfo_t struct, least bullshit way to do it and we only use it once
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native class AssetPickedWrapper
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{
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void DeleteThis(); [delete]
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static AssetPickedWrapper Create(); [new]
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void AddAsset( IAsset asset );
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}
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native class IAssetPickerListener
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{
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inline void NotifyAssetPicked( AssetPickedWrapper wrapper )
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{
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self->NotifyAssetPicked( wrapper->m_info );
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}
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}
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