Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PROJECT_H
#define PROJECT_H
#ifdef _WIN32
#pragma once
#endif
class CScene; class mxTreeView; class CWorkspace;
#include "itreeitem.h"
class CProject : public ITreeItem { public: CProject( CWorkspace *ws, char const *filename ); ~CProject();
CWorkspace *GetOwnerWorkspace();
char const *GetName() const; char const *GetFileName() const;
bool IsDirty( void ) const; void SetDirty( bool dirty );
void SetComments( char const *comments ); char const *GetComments( void ) const;
int GetSceneCount() const; CScene *GetScene( int index ) const; void AddScene( CScene *scene ); void RemoveScene( CScene *scene );
void ValidateTree( mxTreeView *tree, mxTreeViewItem* parent );
void SaveChanges();
virtual CWorkspace *GetWorkspace() { return NULL; } virtual CProject *GetProject() { return this; } virtual CScene *GetScene() { return NULL; } virtual CVCDFile *GetVCDFile() { return NULL; } virtual CSoundEntry *GetSoundEntry() { return NULL; } virtual CWaveFile *GetWaveFile() { return NULL; }
virtual void Checkout( bool updatestateicons = true ); virtual void Checkin( bool updatestateicons = true );
bool IsCheckedOut() const; int GetIconIndex() const;
virtual void MoveChildUp( ITreeItem *child ); virtual void MoveChildDown( ITreeItem *child );
virtual bool IsChildFirst( ITreeItem *child ); virtual bool IsChildLast( ITreeItem *child );
private:
void LoadFromFile(); void SaveToFile();
enum { MAX_PROJECT_NAME = 128, MAX_PROJECT_FILENAME = 256 };
char m_szName[ MAX_PROJECT_NAME ]; char m_szFile[ MAX_PROJECT_FILENAME ];
char *m_pszComments;
bool m_bDirty;
CUtlVector< CScene * > m_Scenes;
CWorkspace *m_pOwner; };
#endif // PROJECT_H
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