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engines/titanic/core/tree_item.h
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264
engines/titanic/core/tree_item.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TITANIC_TREE_ITEM_H
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#define TITANIC_TREE_ITEM_H
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#include "titanic/core/message_target.h"
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#include "titanic/support/simple_file.h"
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namespace Titanic {
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class CGameManager;
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class CMovieClipList;
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class CNamedItem;
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class CProjectItem;
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class CScreenManager;
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class CViewItem;
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class CTreeItem: public CMessageTarget {
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friend class CMessage;
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DECLARE_MESSAGE_MAP;
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private:
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CTreeItem *_parent;
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CTreeItem *_nextSibling;
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CTreeItem *_priorSibling;
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CTreeItem *_firstChild;
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int _field14;
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public:
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CLASSDEF;
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CTreeItem();
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/**
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* Dump the item and any of it's children
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*/
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void dump(int indent);
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/**
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* Dump the item
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*/
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virtual CString dumpItem(int indent) const;
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/**
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* Save the data for the class to file
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*/
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void save(SimpleFile *file, int indent) override;
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/**
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* Load the data for the class from file
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*/
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void load(SimpleFile *file) override;
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/**
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* Get the game manager for the project
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*/
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virtual CGameManager *getGameManager() const;
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/**
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* Returns true if the item is a file item
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*/
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virtual bool isFileItem() const;
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/**
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* Returns true if the item is a room item
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*/
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virtual bool isRoomItem() const;
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/**
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* Returns true if the item is a node item
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*/
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virtual bool isNodeItem() const;
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/**
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* Returns true if the item is a view item
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*/
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virtual bool isViewItem() const;
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/**
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* Returns true if the item is a link item
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*/
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virtual bool isLinkItem() const;
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/**
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* Returns true if the item is a placeholder item
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*/
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virtual bool isPlaceHolderItem() const;
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/**
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* Returns true if the item is a named item
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*/
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virtual bool isNamedItem() const;
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/**
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* Returns true if the item is a game object
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*/
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virtual bool isGameObject() const;
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/**
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* Returns true if the item is a game object desc item
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*/
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virtual bool isGameObjectDescItem() const;
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/**
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* Gets the name of the item, if any
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*/
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virtual const CString getName() const { return CString(); }
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/**
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* Returns true if the item's name matches a passed name
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*/
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virtual bool isEquals(const CString &name, bool startsWith = false) const{ return false; }
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/**
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* Compares the name of the item to a passed name
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*/
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virtual int compareTo(const CString &name, int maxLen = 0) const { return false; }
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/**
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* Returns the clip list, if any, associated with the item
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*/
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virtual const CMovieClipList *getMovieClips() const { return nullptr; }
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/**
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* Returns true if the given item connects to another specified view
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*/
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virtual bool connectsTo(CViewItem *destView) const { return false; }
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/**
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* Allows the item to draw itself
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*/
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virtual void draw(CScreenManager *screenManager) {}
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/**
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* Gets the bounds occupied by the item
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*/
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virtual Rect getBounds() const { return Rect(); }
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/**
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* Free up any surface the object used
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*/
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virtual void freeSurface() {}
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/**
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* Get the parent for the given item
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*/
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CTreeItem *getParent() const { return _parent; }
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/**
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* Jumps up through the parents to find the root item
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*/
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CProjectItem *getRoot() const;
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/**
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* Get the next sibling
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*/
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CTreeItem *getNextSibling() const { return _nextSibling; }
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/**
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* Get the prior sibling
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*/
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CTreeItem *getPriorSibling() const { return _priorSibling; }
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/**
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* Get the last sibling of this sibling
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*/
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CTreeItem *getLastSibling();
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/**
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* Get the first child of the item, if any
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*/
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CTreeItem *getFirstChild() const { return _firstChild; }
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/**
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* Get the last child of the item, if any
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*/
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CTreeItem *getLastChild() const;
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/**
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* Given all the recursive children of the tree item, gives the next
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* item in sequence to the passed starting item
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*/
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CTreeItem *scan(CTreeItem *item) const;
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/**
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* Find the first child item that is of a given type
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*/
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CTreeItem *findChildInstanceOf(ClassDef *classDef) const;
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/**
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* Find the next sibling item that is of the given type
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*/
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CTreeItem *findNextInstanceOf(ClassDef *classDef, CTreeItem *startItem) const;
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/**
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* Adds the item under another tree item
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*/
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void addUnder(CTreeItem *newParent);
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/**
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* Sets the parent for the item
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*/
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void setParent(CTreeItem *newParent);
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/**
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* Adds the item as a sibling of another item
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*/
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void addSibling(CTreeItem *item);
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/**
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* Moves the tree item to be under another parent
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*/
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void moveUnder(CTreeItem *newParent);
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/**
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* Destroys both the item as well as any of it's children
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*/
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void destroyAll();
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/**
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* Destroys all child tree items under this one.
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* @returns Total number of tree items recursively removed
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*/
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int destroyChildren();
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/**
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* Detach the tree item from any other associated tree items
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*/
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void detach();
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/**
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* Attaches a tree item to a new node
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*/
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void attach(CTreeItem *item);
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/**
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* Finds a tree item by name
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* @param name Name to find
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* @param subMatch If false, does an exact name match.
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* If false, matches any item that starts with the given name
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*/
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CNamedItem *findByName(const CString &name, bool subMatch = false);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_TREE_ITEM_H */
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