00001 #include "stdafx.h" 00002 #include "Entity.h" 00003 00004 CEntity::CEntity() 00005 { 00006 m_strName = ""; 00007 m_uiID = 0; 00008 } 00009 00010 CEntity::~CEntity() 00011 { 00012 m_strName.Empty(); 00013 } 00014 00015 void CEntity::SetName(CString& strName) 00016 { 00017 m_strName = strName; 00018 } 00019 00020 CString& CEntity::GetName() 00021 { 00022 return m_strName; 00023 } 00024 00025 void CEntity::SetID(UINT uiID) 00026 { 00027 m_uiID = uiID; 00028 } 00029 00030 UINT CEntity::GetID() 00031 { 00032 return m_uiID; 00033 } 00034 00035 void CEntity::SetEntityType(eEntityType eType) 00036 { 00037 m_EntityType = eType; 00038 } 00039 00040 eEntityType CEntity::GetEntityType() 00041 { 00042 return m_EntityType; 00043 } 00044 00045 bool CEntity::IsOfType(eEntityType eType) 00046 { 00047 if(eType == Entity_Default) 00048 return true; 00049 00050 return false; 00051 } 00052 00053 bool CEntity::PropertyChanging( const void* pvProperty , void* pvNewValue ) 00054 { 00055 if(pvProperty == &m_strName) 00056 m_strName = *(CString *)pvNewValue; 00057 00058 return true; 00059 } 00060 00061 void CEntity::GetProperties( EPropList& PropList ) 00062 { 00063 PropList.AddTab("Properties"); 00064 PropList.AddPropSeparator(this, "Entity"); 00065 PropList.AddPropString(this, "Name", &m_strName, true)->SetComment("Entity' name"); 00066 PropList.AddPropInt(this, "ID", &m_uiID, "", false)->SetComment("Auto assigned Unique Identifier"); 00067 }