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