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Editor/Include/IDataBaseLibrary.h
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Editor/Include/IDataBaseLibrary.h
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////////////////////////////////////////////////////////////////////////////
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//
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// Crytek Engine Source File.
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// Copyright (C), Crytek Studios, 2001-2004.
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// -------------------------------------------------------------------------
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// File name: IDataBaseLibrary.h
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// Version: v1.00
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// Created: 30/4/2004 by Timur.
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// Compilers: Visual Studio.NET 2003
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// Description:
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// -------------------------------------------------------------------------
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// History:
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//
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////////////////////////////////////////////////////////////////////////////
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#ifndef __IDataBaseLibrary_h__
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#define __IDataBaseLibrary_h__
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#pragma once
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struct IDataBaseManager;
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struct IDataBaseItem;
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//////////////////////////////////////////////////////////////////////////
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// Description:
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// Interface to access specific library of editor data base.
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// Ex. Archetype library, Material Library.
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// See Also:
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// IDataBaseItem,IDataBaseManager
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//////////////////////////////////////////////////////////////////////////
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struct IDataBaseLibrary
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{
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// Description:
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// Return IDataBaseManager interface to the manager for items stored in this library.
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virtual IDataBaseManager* GetManager() = 0;
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// Description:
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// Return library name.
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virtual const CString& GetName() const = 0;
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// Description:
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// Return filename where this library is stored.
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virtual const CString& GetFilename() const = 0;
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// Description:
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// Save contents of library to file.
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virtual bool Save() = 0;
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// Description:
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// Load library from file.
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// Arguments:
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// filename - Full specified library filename (relative to root game folder).
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virtual bool Load( const CString &filename ) = 0;
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// Description:
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// Serialize library parameters and items to/from XML node.
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virtual void Serialize( XmlNodeRef &node,bool bLoading ) = 0;
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// Description:
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// Marks library as modified, indicates that some item in library was modified.
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virtual void SetModified( bool bModified=true ) = 0;
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// Description:
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// Check if library parameters or any items where modified.
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// If any item was modified library may need saving before closing editor.
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virtual bool IsModified() const = 0;
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// Description:
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// Check if this library is not shared and internal to current level.
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virtual bool IsLevelLibrary() const = 0;
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// Description:
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// Make this library accessible only from current Level. (not shared)
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virtual void SetLevelLibrary( bool bEnable ) = 0;
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// Description:
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// Associate a new item with the library.
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// Watch out if item was already in another library.
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virtual void AddItem( IDataBaseItem* pItem ) = 0;
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// Description:
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// Return number of items in library.
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virtual int GetItemCount() const = 0;
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// Description:
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// Get item by index.
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// See Also:
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// GetItemCount
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// Arguments:
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// index - Index from 0 to GetItemCount()
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virtual IDataBaseItem* GetItem( int index ) = 0;
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// Description:
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// Remove item from library, does not destroy item,
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// only unliks it from this library, to delete item use IDataBaseManager.
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// See Also:
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// AddItem
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virtual void RemoveItem( IDataBaseItem* item ) = 0;
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// Description:
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// Remove all items from library, does not destroy items,
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// only unliks them from this library, to delete item use IDataBaseManager.
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// See Also:
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// RemoveItem,AddItem
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virtual void RemoveAllItems() = 0;
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// Description:
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// Find item in library by name.
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// This function usually uses linear search so it is not particularry fast.
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// See Also:
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// GetItem
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virtual IDataBaseItem* FindItem( const CString &name ) = 0;
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};
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#endif // __IDataBaseLibrary_h__
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