A modded EditSaber for making beat saber maps.
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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ZipUtilityInterface.generated.h"
UENUM(BlueprintType)
enum EZipUtilityCompletionState
{
SUCCESS,
FAILURE_NOT_FOUND,
FAILURE_UNKNOWN
};
UINTERFACE(MinimalAPI)
class UZipUtilityInterface : public UInterface
{
GENERATED_UINTERFACE_BODY()
};
class ZIPUTILITY_API IZipUtilityInterface
{
GENERATED_IINTERFACE_BODY()
public:
/**
* Called during process as it completes. Currently updates on per file progress.
* @param percentage - percentage done
*/
UFUNCTION(BlueprintNativeEvent, Category = ZipUtilityProgressEvents)
void OnProgress(const FString& archive, float percentage, int32 bytes);
/**
* Called when whole process is complete (e.g. unzipping completed on archive)
*/
UFUNCTION(BlueprintNativeEvent, Category = ZipUtilityProgressEvents)
void OnDone(const FString& archive, EZipUtilityCompletionState CompletionState);
/**
* Called at beginning of process (NB this only supports providing size information for up to 2gb) TODO: fix 32bit BP size issue
*/
UFUNCTION(BlueprintNativeEvent, Category = ZipUtilityProgressEvents)
void OnStartProcess(const FString& archive, int32 bytes);
/**
* Called when file process is complete
* @param path - path of the file that finished
*/
UFUNCTION(BlueprintNativeEvent, Category = ZipUtilityProgressEvents)
void OnFileDone(const FString& archive, const FString& file);
/**
* Called when a file is found in the archive (e.g. listing the entries in the archive)
* @param path - path of file
* @param size - compressed size
*/
UFUNCTION(BlueprintNativeEvent, Category = ZipUtilityListEvents)
void OnFileFound(const FString& archive, const FString& file, int32 size);
};