/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ //////////////////////////////////////////////////////////////////////////// // // This interface exists for game systems running inside the editor to // convert a relative asset ID into a full source asset path. It's here // for legacy support. Game component in general should not be dealing // with full paths and that code should be eventually moved into tools // where possible. // //////////////////////////////////////////////////////////////////////////// #ifndef CRYINCLUDE_CRYCOMMON_IFILEPATHMANAGER_H #define CRYINCLUDE_CRYCOMMON_IFILEPATHMANAGER_H #pragma once // this interface depends on AZCore and is not available in MAX and MAYA and such #if !defined(RESOURCE_COMPILER) #include #include class IFilePathManager { public: virtual ~IFilePathManager() = 0; virtual AZStd::string PrepareAssetIDForWriting(const char* name) const = 0; }; AZ_FORCE_INLINE IFilePathManager::~IFilePathManager() { } #else // empty implementation for tools like MAX/MAYA that need vs2010 support still class IFilePathManager { }; #endif //RESOURCE_COMPILER #endif // CRYINCLUDE_CRYCOMMON_IFILEPATHMANAGER_H