Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "itreeitem.h"
#include "mxtk/mxTreeView.h"
#include "project.h"
#include "scene.h"
#include "soundentry.h"
#include "vcdfile.h"
#include "wavefile.h"
#include "workspace.h"
//-----------------------------------------------------------------------------
// Purpose:
// Input : *tree -
// *parent -
// Output : mxTreeViewItem
//-----------------------------------------------------------------------------
mxTreeViewItem *ITreeItem::FindItem( mxTreeView *tree, mxTreeViewItem *parent, bool recurse )
{
if ( !tree )
return NULL;
mxTreeViewItem *child = tree->getFirstChild( parent );
while ( child )
{
ITreeItem *treeItem = (ITreeItem *)tree->getUserData( child );
if ( treeItem )
{
if ( treeItem == this )
{
return child;
}
if ( recurse )
{
mxTreeViewItem *found = FindItem( tree, child, recurse );
if ( found )
{
return found;
}
}
}
child = tree->getNextChild( child );
}
return NULL;
}
ITreeItem *ITreeItem::GetParentItem()
{
if ( GetSoundEntry() )
{
return GetSoundEntry()->GetOwnerVCDFile();
}
if ( GetVCDFile() )
{
return GetVCDFile()->GetOwnerScene();
}
if ( GetScene() )
{
return GetScene()->GetOwnerProject();
}
if ( GetProject() )
{
return GetProject()->GetOwnerWorkspace();
}
if ( GetWaveFile() )
{
return GetWaveFile()->GetOwnerSoundEntry();
}
return NULL;
}