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ILibraryAsset.h
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//========================================================================================
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//
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// $File$
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//
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// Owner: Mark VerMurlen
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//
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// $Author$
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//
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// $DateTime$
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//
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// $Revision$
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//
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// $Change$
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//
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// Copyright 1997-2010 Adobe Systems Incorporated. All rights reserved.
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//
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// NOTICE: Adobe permits you to use, modify, and distribute this file in accordance
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// with the terms of the Adobe license agreement accompanying it. If you have received
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// this file from a source other than Adobe, then your use, modification, or
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// distribution of it requires the prior written permission of Adobe.
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//
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//
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// Reviewed: 9/25/98
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//
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// Purpose:
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// This interface is the main interface to the LibraryAsset Boss. This interface
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// will get basic information about the asset and also controls write access.
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//
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//========================================================================================
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#ifndef __ILibraryAsset__
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#define __ILibraryAsset__
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#include "IPMUnknown.h"
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#include "LibraryProviderID.h"
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#include "LibraryAssetID.h"
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class
ILibraryAssetCollection
;
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class
IPMStream
;
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class
ILibraryAsset
:
public
IPMUnknown
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{
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public
:
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enum
{ kDefaultIID = IID_ILIBRARYASSET };
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virtual
LibraryAssetID
GetID
()
const
= 0;
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virtual
UID
GetUID
()
const
= 0;
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virtual
ILibraryAssetCollection
*
GetCollection
() = 0;
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virtual
bool16
HasWriteAccess
()
const
= 0;
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virtual
bool16
AcquireWriteAccess
() = 0;
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virtual
void
ReleaseWriteAccess
() = 0;
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//-------------- For Internal Use Only -------------------------
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// Sets the asset ID to the input argument. (Called once at asset creation.)
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virtual
void
SetID
(
const
LibraryAssetID
&
id
) = 0;
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// Sets the asset collection this asset belongs to. (Called once at asset creation.)
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virtual
void
SetCollection
(
ILibraryAssetCollection
* assetCollection) = 0;
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};
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#endif
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ILibraryAsset.h
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