Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef LOGPREVIEW_H
#define LOGPREVIEW_H
#ifdef _WIN32
#pragma once
#endif
#include "datamodel/dmehandle.h"
class CDmElement; class CDmeClip; class CDmeFilmClip; class CDmeChannel;
enum LogPreviewChannelType_t { LOG_PREVIEW_VALUE = 0, LOG_PREVIEW_BALANCE, LOG_PREVIEW_MULTILEVEL, LOG_PREVIEW_FLEX_CHANNEL_COUNT,
LOG_PREVIEW_POSITION = 0, LOG_PREVIEW_ORIENTATION, LOG_PREVIEW_TRANSFORM_CHANNEL_COUNT,
LOG_PREVIEW_MAX_CHANNEL_COUNT = 3, };
struct LogPreview_t { LogPreview_t() : m_bDragging( false ), m_bActiveLog( false ), m_bSelected( false ) { }
bool IsEqual( const LogPreview_t& other ) { if ( m_hControl != other.m_hControl ) return false; for ( int i = 0; i < LOG_PREVIEW_MAX_CHANNEL_COUNT; ++i ) { if ( m_hChannels[ i ] != other.m_hChannels[ i ] ) return false; } if ( m_hOwner != other.m_hOwner ) return false; if ( m_hShot != other.m_hShot ) return false; if ( m_bDragging != other.m_bDragging ) return false; if ( m_bActiveLog != other.m_bActiveLog ) return false; if ( m_bSelected != other.m_bSelected ) return false;
return true; }
CDmeHandle< CDmElement > m_hControl; // The animation set control
CDmeHandle< CDmeChannel > m_hChannels[ LOG_PREVIEW_MAX_CHANNEL_COUNT ]; CDmeHandle< CDmeClip > m_hOwner; CDmeHandle< CDmeFilmClip > m_hShot;
bool m_bDragging : 1; bool m_bActiveLog : 1; bool m_bSelected : 1; }; #endif // LOGPREVIEW_H
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