Team Fortress 2 Source Code as on 22/4/2020
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//========= 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