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 FOUNDRYDOC_H
#define FOUNDRYDOC_H
#ifdef _WIN32
#pragma once
#endif
#include "dme_controls/inotifyui.h"
#include "datamodel/dmehandle.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IFoundryDocCallback; class CDmeVMFEntity;
//-----------------------------------------------------------------------------
// Contains all editable state
//-----------------------------------------------------------------------------
class CFoundryDoc : public IDmNotify { public: CFoundryDoc( IFoundryDocCallback *pCallback ); ~CFoundryDoc();
// Inherited from INotifyUI
virtual void NotifyDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags );
// Sets/Gets the file name
const char *GetBSPFileName(); const char *GetVMFFileName(); void SetVMFFileName( const char *pFileName );
// Dirty bits (has it changed since the last time it was saved?)
void SetDirty( bool bDirty ); bool IsDirty() const;
// Saves/loads from file
bool LoadFromFile( const char *pFileName ); void SaveToFile( );
// Returns the root object
CDmElement *GetRootObject();
// Called when data changes (see INotifyUI for flags)
void OnDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags );
// Create a text block the engine can parse containing the entity data to spawn
const char* GenerateEntityData( const char *pActualEntityData );
// Returns the entity list
CDmAttribute *GetEntityList();
// Deletes an entity
void DeleteEntity( CDmeVMFEntity *pEntity );
private: // Always copy the worldspawn and other entities that had data built into them by VBSP out
void AddOriginalEntities( CUtlBuffer &entityBuf, const char *pActualEntityData );
// Copy in other entities from the editable VMF
void AddVMFEntities( CUtlBuffer &entityBuf, const char *pActualEntityData );
IFoundryDocCallback *m_pCallback; CDmeHandle< CDmElement > m_hRoot; char m_pBSPFileName[512]; char m_pVMFFileName[512]; bool m_bDirty; };
#endif // FOUNDRYDOC_H
|