/* * 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. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_EDITOR_ASSETRESOLVER_IASSETSEARCHER_H #define CRYINCLUDE_EDITOR_ASSETRESOLVER_IASSETSEARCHER_H #pragma once struct IAssetSearcher : public _i_reference_target_t { public: typedef uint64 TAssetSearchId; static const TAssetSearchId INVALID_ID = 0; static const TAssetSearchId FIRST_VALID_ID = 1; virtual ~IAssetSearcher() {} virtual QString GetName() const = 0; virtual bool Accept(const char* asset, int& assetTypeId) const = 0; virtual bool Accept(const char varType, int& assetTypeId) const = 0; virtual QString GetAssetTypeName(int assetTypeId) = 0; virtual bool Exists(const char* asset, int assetTypeId) const = 0; virtual bool GetReplacement(QString& replacement, int assetTypeId) = 0; virtual void StartSearcher() = 0; virtual void StopSearcher() = 0; virtual TAssetSearchId AddSearch(const char* asset, int assetTypeId) = 0; virtual void CancelSearch(TAssetSearchId id) = 0; virtual bool GetResult(TAssetSearchId id, QStringList& result, bool& doneSearching) = 0; }; #endif // CRYINCLUDE_EDITOR_ASSETRESOLVER_IASSETSEARCHER_H