quakeforge/tools/Forge/Bundles/MapEdit/InspectorControl.h

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#ifndef InspectorControl_h
#define InspectorControl_h
#include <AppKit/AppKit.h>
#define MINIWINICON "DoomEdIcon"
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typedef enum {
i_project,
i_textures,
i_things,
i_prefs,
i_settings,
i_output,
i_help,
i_end
} insp_e;
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extern id inspcontrol_i;
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@interface InspectorControl:NSObject
{
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id inspectorView_i; // inspector view
id inspectorSubview_i; // inspector view's current subview
// (gets replaced)
id contentList; // List of contentviews (corresponds to
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// insp_e enum order)
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id windowList; // List of Windows (corresponds to
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// insp_e enum order)
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id obj_textures_i; // TexturePalette object (for
// delegating)
id obj_genkeypair_i; // GenKeyPair object
id popUpButton_i; // PopUpList title button
id popUpMatrix_i; // PopUpList matrix
id itemList; // List of popUp buttons
id helpView;
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insp_e currentInspectorType; // keep track of current inspector
//
// Add id's here for new inspectors
// **NOTE: Make sure PopUpList has correct TAG value that
// corresponds to the enums above!
// Windows
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id win_project_i; // project
id win_textures_i; // textures
id win_things_i; // things
id win_prefs_i; // preferences
id win_settings_i; // project settings
id win_output_i; // bsp output
id win_help_i; // documentation
// PopUpList objs
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id itemProject_i; // project
id itemTextures_i; // textures
id itemThings_i; // things
id itemPrefs_i; // preferences
id itemSettings_i; // project settings
id itemOutput_i; // bsp output
id itemHelp_i; // docs
}
- (void) changeInspector:sender;
- (void) changeInspectorTo:(insp_e) which;
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-(insp_e) getCurrentInspector;
@end
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@protocol InspectorControl
-windowResized;
@end
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#endif // InspectorControl_h