Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef EXPCLASS_H
#define EXPCLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
class CExpression;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CExpClass { public:
CExpClass( const char *classname ); virtual ~CExpClass( void );
void Save( void ); void Export( void );
void CheckBitmapConsistency( void ); void ReloadBitmaps( void );
const char *GetName() const; const char *GetBaseName() const; const char *GetFileName() const; void SetFileName( const char *filename );
CExpression *AddExpression( const char *name, const char *description, float *flexsettings, float *flexweights, bool selectnewitem, bool bDirtyClass ); CExpression *FindExpression( const char *name ); int FindExpressionIndex( CExpression *exp ); void DeleteExpression( const char *name ); int GetNumExpressions( void ); CExpression *GetExpression( int num );
bool GetDirty( void ); void SetDirty( bool dirty );
void SelectExpression( int num, bool deselect = true ); int GetSelectedExpression( void ); void DeselectExpression( void );
void SwapExpressionOrder( int exp1, int exp2 );
// Get index of this class in the global class list
int GetIndex( void );
bool IsPhonemeClass( void ) const;
private:
void BuildValidChecksums( CUtlRBTree< CRC32_t > &tree );
char m_szBaseName[ 128 ]; // name w/out any subdirectory names
char m_szClassName[ 128 ]; char m_szFileName[ 128 ]; bool m_bDirty; int m_nSelectedExpression; CUtlVector < CExpression > m_Expressions;
bool m_bIsPhonemeClass; }; #endif // EXPCLASS_H
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