Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef VCDFILE_H
#define VCDFILE_H
#ifdef _WIN32
#pragma once
#endif
class CSoundEntry;
class CScene;
#include "itreeitem.h"
#include "ichoreoeventcallback.h"
class CChoreoScene;
class CVCDFile : public ITreeItem, public IChoreoEventCallback
{
public:
CVCDFile( CScene *scene, char const *filename );
~CVCDFile();
CScene *GetOwnerScene();
char const *GetName() const;
char const *GetComments();
void SetComments( char const *comments );
int GetSoundEntryCount() const;
CSoundEntry *GetSoundEntry( int index );
void ValidateTree( mxTreeView *tree, mxTreeViewItem* parent );
// ITreeItem
virtual CWorkspace *GetWorkspace() { return NULL; }
virtual CProject *GetProject() { return NULL; }
virtual CScene *GetScene() { return NULL; }
virtual CVCDFile *GetVCDFile() { return this; }
virtual CSoundEntry *GetSoundEntry() { return NULL; }
virtual CWaveFile *GetWaveFile() { return NULL; }
// IChoreoEventCallback stubs
virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) {}
// Only called for events with HasEndTime() == true
virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) {}
// Called for events which have been started but aren't done yet
virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) {}
// Called for events that are part of a pause condition
virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event ) { return false; }
virtual void Checkout( bool updatestateicons = true );
virtual void Checkin( bool updatestateicons = true );
bool IsCheckedOut() const;
int GetIconIndex() const;
virtual void MoveChildUp( ITreeItem *child );
virtual void MoveChildDown( ITreeItem *child );
void SetDirty( bool dirty );
virtual bool IsChildFirst( ITreeItem *child );
virtual bool IsChildLast( ITreeItem *child );
private:
CChoreoScene *LoadScene( char const *filename );
void LoadSoundsFromScene( CChoreoScene *scene );
enum
{
MAX_VCD_NAME = 128,
};
char m_szName[ MAX_VCD_NAME ];
char *m_pszComments;
CUtlVector< CSoundEntry * > m_Sounds;
CChoreoScene *m_pScene;
CScene *m_pOwner;
};
#endif // VCDFILE_H