Paradox Game Engine  v1.0.0 beta06
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IModelNode.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 using System;
4 using System.Collections.Generic;
5 
7 using SiliconStudio.Quantum.Contents;
8 
9 namespace SiliconStudio.Quantum
10 {
11  /// <summary>
12  /// The <see cref="IModelNode"/> interface represents a node in a model object. A model object is represented by a graph of nodes, where
13  /// each node is wrapping a <see cref="Content"/>. The implementation of <see cref="IContent"/> that is used defines how the
14  /// the value behind the node can be fetched, or modified.
15  /// </summary>
16  public interface IModelNode
17  {
18  /// <summary>
19  /// Gets or sets the node name.
20  /// </summary>
21  string Name { get; }
22 
23  /// <summary>
24  /// Gets or sets the <see cref="System.Guid"/>.
25  /// </summary>
26  Guid Guid { get; }
27 
28  /// <summary>
29  /// Gets or sets the parent node.
30  /// </summary>
31  IModelNode Parent { get; }
32 
33  /// <summary>
34  /// Gets the children collection.
35  /// </summary>
36  IReadOnlyCollection<IModelNode> Children { get; }
37 
38  /// <summary>
39  /// Gets the content of the <see cref="IModelNode"/>.
40  /// </summary>
41  IContent Content { get; }
42 
43  /// <summary>
44  /// Gets the command collection.
45  /// </summary>
46  IReadOnlyCollection<INodeCommand> Commands { get; }
47  }
48 }
Content of a IModelNode.
Definition: IContent.cs:13
The IModelNode interface represents a node in a model object. A model object is represented by a grap...
Definition: IModelNode.cs:16