Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef UPDATEHINT_H
#define UPDATEHINT_H
#ifdef _WIN32
#pragma once
#endif
class CUpdateHint : public CObject
{
#define MAX_NOTIFY_CODES 16
struct NotifyList_t
{
int nCode;
CMapObjectList Objects;
};
public:
CUpdateHint(void) {}
//
// Called by the code that modifies map objects:
//
inline void PreUpdateObject(CMapClass *pObject);
inline void PreUpdateObjects(CMapObjectList *pObjects);
inline void PostUpdateObject(CMapClass *pObject, int nNotifyCode);
inline void PostUpdateObjects(CMapObjectList *pObjects, int nNotifyCode);
inline BoundBox const &GetUpdateRegion(void);
inline void Reset(void);
inline void UpdateBounds(BoundBox &bbox);
//
// Called by the document when processing an update:
//
inline int GetNotifyCodeCount(void);
inline int GetNotifyCode(int nIndex);
inline POSITION GetHeadPosition(int nIndex);
inline CMapClass *GetNext(int nIndex, POSITION &pos);
protected:
NotifyList_t m_NotifyList[MAX_NOTIFY_CODES]; // Lists of objects with common notification codes.
int m_nListEntries; // Number of items in the notify list.
BoundBox m_UpdateRegion; // 3D map extents that were affected by the change.
};
#endif // UPDATEHINT_H