88 lines
2.6 KiB
C++
88 lines
2.6 KiB
C++
//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Foundry tool; main UI smarts class
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//
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//=============================================================================
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#ifndef FOUNDRYTOOL_H
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#define FOUNDRYTOOL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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#include "datamodel/idatamodel.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CDmeEditorTypeDictionary;
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class CDmeVMFEntity;
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class CMapDoc;
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namespace vgui
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{
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class Panel;
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}
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//-----------------------------------------------------------------------------
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// Singleton interfaces
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//-----------------------------------------------------------------------------
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extern CDmeEditorTypeDictionary *g_pEditorTypeDict;
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//-----------------------------------------------------------------------------
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// Allows the doc to call back into the Foundry editor tool
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//-----------------------------------------------------------------------------
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abstract_class IFoundryDocCallback
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{
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public:
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// Called by the doc when the data changes
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virtual void OnDocChanged( const char *pReason, int nNotifySource, int nNotifyFlags ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Global methods of the foundry tool
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//-----------------------------------------------------------------------------
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abstract_class IFoundryTool
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{
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public:
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// Gets at the rool panel (for modal dialogs)
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virtual vgui::Panel *GetRootPanel() = 0;
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// Gets the registry name (for saving settings)
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virtual const char *GetRegistryName() = 0;
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// Updates live entity in game with the given properties
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virtual bool UpdateEntity( int iHammerID, CUtlVector<char*> &keys, CUtlVector<char*> &values ) = 0;
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// Destroys live entity and creates a new one with the given properties
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virtual void RespawnEntitiesWithEdits( CMapClass **ppEntities, int nEntities ) = 0;
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// Destroy a live entity
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virtual void DestroyEntity( int iHammerID ) = 0;
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// Switch to the engine's window with the engine driving input.
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virtual void SwitchToEngine() = 0;
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// Move the engine's view to this place.
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virtual void MoveEngineViewTo( const Vector &vPos, const QAngle &vAngles ) = 0;
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// Run a console command.
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virtual void ConsoleCommand( const char *pConCommand ) = 0;
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// Hooked to foundry_draw_hammer_models.
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virtual bool ShouldRender3DModels() = 0;
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// Called when a CMapDoc goes away.
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virtual void OnMapDocDestroy( CMapDoc *pDoc ) = 0;
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};
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extern IFoundryTool *g_pFoundryTool;
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#endif // FOUNDRYTOOL_H
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