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/* 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 */
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