Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SCENE_H
#define SCENE_H
#ifdef _WIN32
#pragma once
#endif
class CVCDFile; class CProject;
#include "itreeitem.h"
class CScene : public ITreeItem { public: CScene( CProject *proj, char const *name ); ~CScene();
CProject *GetOwnerProject();
void SetComments( char const *comments ); char const *GetComments( void ) const; char const *GetName() const;
int GetVCDCount() const; CVCDFile *GetVCD( int index ); void AddVCD( CVCDFile *vcd ); void RemoveVCD( CVCDFile *vcd ); CVCDFile *FindVCD( char const *filename );
void ValidateTree( mxTreeView *tree, mxTreeViewItem* parent );
virtual CWorkspace *GetWorkspace() { return NULL; } virtual CProject *GetProject() { return NULL; } virtual CScene *GetScene() { return this; } virtual CVCDFile *GetVCDFile() { return NULL; } virtual CSoundEntry *GetSoundEntry() { return NULL; } virtual CWaveFile *GetWaveFile() { return NULL; }
bool IsCheckedOut() const; int GetIconIndex() const;
virtual void Checkout( bool updatestateicons = true ); virtual void Checkin( bool updatestateicons = true );
virtual void MoveChildUp( ITreeItem *child ); virtual void MoveChildDown( ITreeItem *child );
void SetDirty( bool dirty ) { }
virtual bool IsChildFirst( ITreeItem *child ); virtual bool IsChildLast( ITreeItem *child );
private: enum { MAX_SCENE_NAME = 128, };
char m_szName[ MAX_SCENE_NAME ]; char *m_pszComments;
CUtlVector< CVCDFile * > m_Files;
CProject *m_pOwner; };
#endif // SCENE_H
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