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182 lines
4.1 KiB
C
182 lines
4.1 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef OBJECTPROPERTIES_H
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#define OBJECTPROPERTIES_H
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#pragma once
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#include "MapClass.h"
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#include "EditGameClass.h"
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#include "ObjectPage.h"
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#include "OP_Groups.h"
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#include "AnchorMgr.h"
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class COP_Entity;
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class COP_Flags;
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class COP_Output;
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class COP_Input;
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class COP_Model;
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enum LayoutType_t;
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//
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// Wrap map classes in CObject so we can use runtime identification
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// to pass edit data to the object pages.
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//
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class editCMapClass : public CObject, public CMapClass
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{
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DECLARE_DYNAMIC(editCMapClass)
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public:
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// kludge:
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MAPCLASSTYPE GetType() { return NULL; }
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BOOL IsMapClass(MAPCLASSTYPE Type) { return FALSE; }
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};
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class editCEditGameClass : public CObject, public CEditGameClass
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{
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DECLARE_DYNAMIC(editCEditGameClass)
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};
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class CObjectProperties : public CPropertySheet
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{
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DECLARE_DYNAMIC(CObjectProperties)
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public:
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CObjectProperties(void);
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virtual ~CObjectProperties(void);
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CObjectProperties(UINT nIDCaption, CWnd* pParentWnd = NULL, UINT iSelectPage = 0);
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CObjectProperties(LPCTSTR pszCaption, CWnd* pParentWnd = NULL, UINT iSelectPage = 0);
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inline void UpdateGrouplist(void);
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PVOID GetEditObject(CRuntimeClass *pType);
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PVOID GetEditObjectFromMapObject(CMapClass *pobj, CRuntimeClass *pType);
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void CopyDataToEditObjects(CMapClass *pobj);
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void SetPageToOutput(CEntityConnection *pConnection);
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void SetPageToInput(CEntityConnection *pConnection);
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BOOL SetupPages(void);
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void CreatePages(void);
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void SaveData(void);
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void LoadDataForPages(int iPage = -1);
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void SetObjectList(const CMapObjectList *pObjectList);
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void MarkDataDirty();
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void SetOutputButtonState(int nState);
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void SetInputButtonState(int nState);
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CObjectProperties)
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virtual BOOL OnInitDialog();
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//}}AFX_VIRTUAL
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protected:
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void AddObjectExpandGroups(CMapClass *pObject);
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void ReloadData();
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LayoutType_t GetLayout(void);
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void GetTabsForLayout(LayoutType_t eLayoutType, bool &bEntity, bool &bGroups, bool &bFlags, bool &bModel);
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void CreateButtons(void);
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void UpdateOutputButton(void);
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void UpdateInputButton(void);
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void SaveActivePage(void);
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void RestoreActivePage(void);
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void UpdateAnchors( CWnd *pPage );
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CAnchorMgr m_AnchorMgr;
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//
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// Pages.
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//
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COP_Entity *m_pEntity;
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COP_Groups *m_pGroups;
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COP_Flags *m_pFlags;
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COP_Output *m_pOutput;
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COP_Input *m_pInput;
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COP_Model *m_pModel;
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//
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// instance button
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//
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CButton *m_pInstanceButton;
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//
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// Input/output connection buttons
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//
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CButton *m_pInputButton;
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CButton *m_pOutputButton;
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HICON m_hIconOutputGood;
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HICON m_hIconOutputBad;
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HICON m_hIconInputGood;
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HICON m_hIconInputBad;
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CPropertyPage *m_pDummy; //
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bool m_bDummy; //
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CMapObjectList m_DstObjects; // list of objects we work on
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const CMapObjectList *m_pOrgObjects; // list of input object we will work on
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CObjectPage **m_ppPages; // Pointers to the pages that are currently in use
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int m_nPages; // Number of pages currently in use
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CObjectPage *m_pLastActivePage; // Used for restoring the last active page when changing selection.
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bool m_bDataDirty; // true if selected object somehow changed etc
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bool m_bCanEdit; // true if the object can be edited
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//{{AFX_MSG(CObjectProperties)
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afx_msg void OnOK(void);
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afx_msg void OnApply(void);
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afx_msg void OnCancel(void);
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afx_msg void OnInputs(void);
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afx_msg void OnOutputs(void);
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afx_msg void OnEditInstance(void);
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afx_msg void OnClose();
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afx_msg void OnPaint();
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afx_msg void OnShowWindow(BOOL bShow, UINT nStatus);
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afx_msg void OnSize( UINT nType, int cx, int cy );
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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friend CObjectPage;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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inline void CObjectProperties::UpdateGrouplist(void)
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{
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if (m_pGroups != NULL)
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{
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m_pGroups->UpdateGroupList();
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}
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}
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#endif // OBJECTPROPERTIES_H
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