Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef OP_INPUT_H
#define OP_INPUT_H
#pragma once
#include "ObjectPage.h"
#include "Resource.h"
#include "MapEntity.h"
#include "AnchorMgr.h"
#define OUTPUT_LIST_NUM_COLUMNS 6
enum SortDirection_t;
// A list of connections and entites that send them
class CInputConnection { public: CMapEntity* m_pEntity; CEntityConnection* m_pConnection; bool m_bIsValid; };
// #############################################################################
class COP_Input : public CObjectPage { public: static CImageList *m_pImageList;
public:
DECLARE_DYNCREATE(COP_Input)
// Construction
COP_Input(void); ~COP_Input(void);
void UpdateData( int Mode, PVOID pData, bool bCanEdit ); void SetSelectedConnection(CEntityConnection *pConnection);
protected:
void AddEntityConnections(const char *pTargetName, CMapEntity *pTestEntity); void UpdateConnectionList(void); void UpdateEntityList(void); void RemoveAllEntityConnections(void);
void SortListByColumn(int nColumn, SortDirection_t eDirection); void SetSortColumn(int nColumn, SortDirection_t eDirection); void UpdateColumnHeaderText(int nColumn, bool bIsSortColumn, SortDirection_t eDirection);
// Connection validity
void UpdateItemValidity(int nItem); bool ValidateConnections(int nItem);
protected: CAnchorMgr m_AnchorMgr;
CMapEntityList *m_pEntityList; // Object list filtered for entities
CEditGameClass *m_pEditGameClass; CMapEntity *m_pEntity;
CMapEntityList *m_pTargetEntityList; // List of entites that target me
CEntityConnectionList *m_pConnectionList; // List of all the connections that target me
bool m_bMultipleTargetNames; // Entities with multiple target names selected
//
// Cached data for sorting the list view.
//
int m_nSortColumn; // Current column used for sorting.
SortDirection_t m_eSortDirection[OUTPUT_LIST_NUM_COLUMNS]; // Last sort direction per column.
//{{AFX_DATA(COP_Input)
enum { IDD = IDD_OBJPAGE_INPUT }; CListCtrl m_ListCtrl; //}}AFX_DATA
// ClassWizard generate virtual function overrides
//{{AFX_VIRTUAL(COP_Input)
virtual void DoDataExchange(CDataExchange* pDX); virtual BOOL OnNotify(WPARAM wParam, LPARAM lParam, LRESULT *pResult); //}}AFX_VIRTUAL
// Generated message map functions
//{{AFX_MSG(COP_Input)
afx_msg void OnMark(void); afx_msg void OnSize( UINT nType, int cx, int cy ); virtual BOOL OnInitDialog(void); virtual void OnDestroy(void); //}}AFX_MSG
DECLARE_MESSAGE_MAP() };
#endif // OP_INPUT_H
|