Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ACTBUSYDOC_H
#define ACTBUSYDOC_H
#ifdef _WIN32
#pragma once
#endif
#include "dme_controls/inotifyui.h"
#include "datamodel/dmehandle.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IActBusyDocCallback;
//-----------------------------------------------------------------------------
// Contains all editable state
//-----------------------------------------------------------------------------
class CActBusyDoc : public IDmNotify { public: CActBusyDoc( IActBusyDocCallback *pCallback ); ~CActBusyDoc();
// Inherited from INotifyUI
virtual void NotifyDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags );
// Sets/Gets the file name
const char *GetFileName(); void SetFileName( const char *pFileName );
// Dirty bits (has it changed since the last time it was saved?)
void SetDirty( bool bDirty ); bool IsDirty() const;
// Creates a new act busy list
void CreateNew();
// Saves/loads from file
bool LoadFromFile( const char *pFileName ); void SaveToFile( );
// Returns the root object
CDmElement *GetRootObject();
// Called when data changes
void OnDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags );
// Creates a new actbusy
void CreateActBusy();
private: IActBusyDocCallback *m_pCallback; CDmeHandle< CDmElement > m_hRoot; char m_pFileName[512]; bool m_bDirty; };
#endif // ACTBUSYDOC_H
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