Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ITREEITEM_H
#define ITREEITEM_H
#ifdef _WIN32
#pragma once
#endif
class CWorkspace;
class CProject;
class CScene;
class CVCDFile;
class CSoundEntry;
class CWaveFile;
class mxTreeView;
class ITreeItem
{
public:
ITreeItem()
{
m_bExpanded = false;
m_nOrdinal = -1;
}
virtual char const *GetName() const = 0;
ITreeItem *GetParentItem();
virtual CWorkspace *GetWorkspace() = 0;
virtual CProject *GetProject() = 0;
virtual CScene *GetScene() = 0;
virtual CVCDFile *GetVCDFile() = 0;
virtual CSoundEntry *GetSoundEntry() = 0;
virtual CWaveFile *GetWaveFile() = 0;
virtual int GetIconIndex() const = 0;
bool IsExpanded() const
{
return m_bExpanded;
}
void SetExpanded( bool exp )
{
m_bExpanded = exp;
}
mxTreeViewItem *FindItem( mxTreeView *tree, mxTreeViewItem *parent, bool recurse = false );
virtual void Checkout( bool updatestateicons = true ) = 0;
virtual void Checkin( bool updatestateicons = true ) = 0;
virtual void MoveChildUp( ITreeItem *child ) = 0;
virtual void MoveChildDown( ITreeItem *child ) = 0;
virtual bool IsFirstChild()
{
if ( !GetParentItem() )
return false;
return GetParentItem()->IsChildFirst( this );
}
virtual bool IsLastChild()
{
if ( !GetParentItem() )
return false;
return GetParentItem()->IsChildLast( this );
}
virtual bool IsChildFirst( ITreeItem *child ) = 0;
virtual bool IsChildLast( ITreeItem *child ) = 0;
void SetOrdinal( int ordinal ) { m_nOrdinal = ordinal; }
int GetOrdinal( void ) const { return m_nOrdinal; }
virtual void SetDirty( bool dirty ) = 0;
private:
bool m_bExpanded;
int m_nOrdinal;
};
#endif // ITREEITEM_H