(ded4a3e0a) v0.9.0.7
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// MonoGame - Copyright (C) The MonoGame Team
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// This file is subject to the terms and conditions defined in
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// file 'LICENSE.txt', which is part of this source code package.
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using System;
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using System.Collections.Generic;
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namespace MonoGame.Tools.Pipeline
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{
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public interface IContentItemObserver
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{
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void OnItemModified(ContentItem item);
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}
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public interface IController : IContentItemObserver
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{
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/// <summary>
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/// Types of content which can be created and added to a project.
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/// </summary>
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IEnumerable<ContentItemTemplate> Templates { get; }
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List<IProjectItem> SelectedItems { get; }
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IProjectItem SelectedItem { get; }
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PipelineProject ProjectItem { get; }
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/// <summary>
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/// True if there is a project.
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/// </summary>
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bool ProjectOpen { get; }
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/// <summary>
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/// True if the project has unsaved changes.
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/// </summary>
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bool ProjectDirty { get; }
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/// <summary>
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/// True if the project is actively building.
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/// </summary>
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bool ProjectBuilding { get; }
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/// <summary>
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/// The view this controller is attached to.
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/// </summary>
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IView View { get; }
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/// <summary>
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/// Triggered when the project starts loading.
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/// </summary>
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event Action OnProjectLoading;
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/// <summary>
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/// Triggered when the project finishes loading.
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/// </summary>
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event Action OnProjectLoaded;
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/// <summary>
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/// Notify controller that a property of Project or its contents has been modified.
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/// </summary>
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void OnProjectModified();
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/// <summary>
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/// Notify controller that Project.References has been modified.
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/// </summary>
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void OnReferencesModified();
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void NewProject();
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void ImportProject();
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void OpenProject();
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void OpenProject(string projectFilePath);
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void ClearRecentList();
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void CloseProject();
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bool SaveProject(bool saveAs);
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void Build(bool rebuild);
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void RebuildItems();
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void Clean();
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void CancelBuild();
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bool Exit();
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#region ContentItem
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void DragDrop(string initialDirectory, string[] folders, string[] files);
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void Include();
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void IncludeFolder();
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void Exclude(bool delete);
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void NewItem();
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void NewFolder();
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void Rename();
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void AddAction(IProjectAction action);
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void SelectionChanged(List<IProjectItem> items);
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IProjectItem GetItem(string originalPath);
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void CopyAssetPath();
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#endregion
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#region Undo, Redo
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bool CanRedo { get; }
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bool CanUndo { get; }
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void Undo();
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void Redo();
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#endregion
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string GetFullPath(string filePath);
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string GetRelativePath(string filePath);
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}
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}
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