Counter Strike : Global Offensive Source Code
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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: Foundry tool; main UI smarts class
//
//=============================================================================
#ifndef FOUNDRYTOOL_H
#define FOUNDRYTOOL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "datamodel/idatamodel.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeEditorTypeDictionary; class CDmeVMFEntity; class CMapDoc;
namespace vgui { class Panel; }
//-----------------------------------------------------------------------------
// Singleton interfaces
//-----------------------------------------------------------------------------
extern CDmeEditorTypeDictionary *g_pEditorTypeDict;
//-----------------------------------------------------------------------------
// Allows the doc to call back into the Foundry editor tool
//-----------------------------------------------------------------------------
abstract_class IFoundryDocCallback { public: // Called by the doc when the data changes
virtual void OnDocChanged( const char *pReason, int nNotifySource, int nNotifyFlags ) = 0; };
//-----------------------------------------------------------------------------
// Global methods of the foundry tool
//-----------------------------------------------------------------------------
abstract_class IFoundryTool { public: // Gets at the rool panel (for modal dialogs)
virtual vgui::Panel *GetRootPanel() = 0;
// Gets the registry name (for saving settings)
virtual const char *GetRegistryName() = 0;
// Updates live entity in game with the given properties
virtual bool UpdateEntity( int iHammerID, CUtlVector<char*> &keys, CUtlVector<char*> &values ) = 0;
// Destroys live entity and creates a new one with the given properties
virtual void RespawnEntitiesWithEdits( CMapClass **ppEntities, int nEntities ) = 0;
// Destroy a live entity
virtual void DestroyEntity( int iHammerID ) = 0;
// Switch to the engine's window with the engine driving input.
virtual void SwitchToEngine() = 0;
// Move the engine's view to this place.
virtual void MoveEngineViewTo( const Vector &vPos, const QAngle &vAngles ) = 0;
// Run a console command.
virtual void ConsoleCommand( const char *pConCommand ) = 0;
// Hooked to foundry_draw_hammer_models.
virtual bool ShouldRender3DModels() = 0;
// Called when a CMapDoc goes away.
virtual void OnMapDocDestroy( CMapDoc *pDoc ) = 0; };
extern IFoundryTool *g_pFoundryTool;
#endif // FOUNDRYTOOL_H
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