/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef TITANIC_TREE_ITEM_H #define TITANIC_TREE_ITEM_H #include "titanic/core/message_target.h" #include "titanic/support/simple_file.h" namespace Titanic { class CGameManager; class CMovieClipList; class CNamedItem; class CProjectItem; class CScreenManager; class CViewItem; class CTreeItem: public CMessageTarget { friend class CMessage; DECLARE_MESSAGE_MAP; private: CTreeItem *_parent; CTreeItem *_nextSibling; CTreeItem *_priorSibling; CTreeItem *_firstChild; int _field14; public: CLASSDEF; CTreeItem(); /** * Dump the item and any of it's children */ void dump(int indent); /** * Dump the item */ virtual CString dumpItem(int indent) const; /** * Save the data for the class to file */ virtual void save(SimpleFile *file, int indent); /** * Load the data for the class from file */ virtual void load(SimpleFile *file); /** * Get the game manager for the project */ virtual CGameManager *getGameManager() const; /** * Returns true if the item is a file item */ virtual bool isFileItem() const; /** * Returns true if the item is a room item */ virtual bool isRoomItem() const; /** * Returns true if the item is a node item */ virtual bool isNodeItem() const; /** * Returns true if the item is a view item */ virtual bool isViewItem() const; /** * Returns true if the item is a link item */ virtual bool isLinkItem() const; /** * Returns true if the item is a placeholder item */ virtual bool isPlaceHolderItem() const; /** * Returns true if the item is a named item */ virtual bool isNamedItem() const; /** * Returns true if the item is a game object */ virtual bool isGameObject() const; /** * Returns true if the item is a game object desc item */ virtual bool isGameObjectDescItem() const; /** * Gets the name of the item, if any */ virtual const CString getName() const { return CString(); } /** * Returns true if the item's name matches a passed name */ virtual bool isEquals(const CString &name, bool startsWith = false) const{ return false; } /** * Compares the name of the item to a passed name */ virtual int compareTo(const CString &name, int maxLen = 0) const { return false; } /** * Returns the clip list, if any, associated with the item */ virtual const CMovieClipList *getMovieClips() const { return nullptr; } /** * Returns true if the given item connects to another specified view */ virtual bool connectsTo(CViewItem *destView) const { return false; } /** * Allows the item to draw itself */ virtual void draw(CScreenManager *screenManager) {} /** * Gets the bounds occupied by the item */ virtual Rect getBounds() const { return Rect(); } /** * Free up any surface the object used */ virtual void freeSurface() {} /** * Get the parent for the given item */ CTreeItem *getParent() const { return _parent; } /** * Jumps up through the parents to find the root item */ CProjectItem *getRoot() const; /** * Get the next sibling */ CTreeItem *getNextSibling() const { return _nextSibling; } /** * Get the prior sibling */ CTreeItem *getPriorSibling() const { return _priorSibling; } /** * Get the last sibling of this sibling */ CTreeItem *getLastSibling(); /** * Get the first child of the item, if any */ CTreeItem *getFirstChild() const { return _firstChild; } /** * Get the last child of the item, if any */ CTreeItem *getLastChild() const; /** * Given all the recursive children of the tree item, gives the next * item in sequence to the passed starting item */ CTreeItem *scan(CTreeItem *item) const; /** * Find the first child item that is of a given type */ CTreeItem *findChildInstanceOf(ClassDef *classDef) const; /** * Find the next sibling item that is of the given type */ CTreeItem *findNextInstanceOf(ClassDef *classDef, CTreeItem *startItem) const; /** * Adds the item under another tree item */ void addUnder(CTreeItem *newParent); /** * Sets the parent for the item */ void setParent(CTreeItem *newParent); /** * Adds the item as a sibling of another item */ void addSibling(CTreeItem *item); /** * Moves the tree item to be under another parent */ void moveUnder(CTreeItem *newParent); /** * Destroys both the item as well as any of it's children */ void destroyAll(); /** * Destroys all child tree items under this one. * @returns Total number of tree items recursively removed */ int destroyChildren(); /** * Detach the tree item from any other associated tree items */ void detach(); /** * Attaches a tree item to a new node */ void attach(CTreeItem *item); /** * Finds a tree item by name * @param name Name to find * @param subMatch If false, does an exact name match. * If false, matches any item that starts with the given name */ CNamedItem *findByName(const CString &name, bool subMatch = false); }; } // End of namespace Titanic #endif /* TITANIC_TREE_ITEM_H */