Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef GAMEUI_UTIL_H
#define GAMEUI_UTIL_H
#ifdef _WIN32
#pragma once
#endif
char *VarArgs( const char *format, ... );
// Set by the player who "owns" the gameui/settings/etc.
void SetGameUIActiveSplitScreenPlayerSlot( int nSlot ); int GetGameUIActiveSplitScreenPlayerSlot();
#include "tier1/convar.h"
void GameUI_MakeSafeName( const char *oldName, char *newName, int newNameBufSize );
//-----------------------------------------------------------------------------
// Useful for game ui since game ui has a single active "splitscreen" owner and since
// it can gracefully handle non-FCVAR_SS vars without code changes required.
//-----------------------------------------------------------------------------
class CGameUIConVarRef { public: CGameUIConVarRef( const char *pName ); CGameUIConVarRef( const char *pName, bool bIgnoreMissing ); CGameUIConVarRef( IConVar *pConVar );
void Init( const char *pName, bool bIgnoreMissing ); bool IsValid() const; bool IsFlagSet( int nFlags ) const;
// Get/Set value
float GetFloat() const; int GetInt() const; bool GetBool() const { return !!GetInt(); } const char *GetString() const;
void SetValue( const char *pValue ); void SetValue( float flValue ); void SetValue( int nValue ); void SetValue( bool bValue );
const char *GetName() const;
const char *GetDefault() const;
const char *GetBaseName() const;
protected: int GetActiveSplitScreenPlayerSlot() const; private: struct cv_t { IConVar *m_pConVar; ConVar *m_pConVarState; };
cv_t m_Info[ MAX_SPLITSCREEN_CLIENTS ]; };
// In GAMUI we should never use the regular ConVarRef
#define ConVarRef CGameUIConVarRef
FORCEINLINE int CGameUIConVarRef::GetActiveSplitScreenPlayerSlot() const { return GetGameUIActiveSplitScreenPlayerSlot(); }
//-----------------------------------------------------------------------------
// Did we find an existing convar of that name?
//-----------------------------------------------------------------------------
FORCEINLINE bool CGameUIConVarRef::IsFlagSet( int nFlags ) const { return ( m_Info[ 0 ].m_pConVar->IsFlagSet( nFlags ) != 0 ); }
FORCEINLINE const char *CGameUIConVarRef::GetName() const { int nSlot = GetActiveSplitScreenPlayerSlot(); return m_Info[ nSlot ].m_pConVar->GetName(); }
FORCEINLINE const char *CGameUIConVarRef::GetBaseName() const { return m_Info[ 0 ].m_pConVar->GetBaseName(); }
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a float
//-----------------------------------------------------------------------------
FORCEINLINE float CGameUIConVarRef::GetFloat() const { int nSlot = GetActiveSplitScreenPlayerSlot(); return m_Info[ nSlot ].m_pConVarState->GetRawValue().m_fValue; }
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as an int
//-----------------------------------------------------------------------------
FORCEINLINE int CGameUIConVarRef::GetInt() const { int nSlot = GetActiveSplitScreenPlayerSlot(); return m_Info[ nSlot ].m_pConVarState->GetRawValue().m_nValue; }
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a string, return "" for bogus string pointer, etc.
//-----------------------------------------------------------------------------
FORCEINLINE const char *CGameUIConVarRef::GetString() const { Assert( !IsFlagSet( FCVAR_NEVER_AS_STRING ) ); int nSlot = GetActiveSplitScreenPlayerSlot(); return m_Info[ nSlot ].m_pConVarState->GetRawValue().m_pszString; }
FORCEINLINE void CGameUIConVarRef::SetValue( const char *pValue ) { int nSlot = GetActiveSplitScreenPlayerSlot(); m_Info[ nSlot ].m_pConVar->SetValue( pValue ); }
FORCEINLINE void CGameUIConVarRef::SetValue( float flValue ) { int nSlot = GetActiveSplitScreenPlayerSlot(); m_Info[ nSlot ].m_pConVar->SetValue( flValue ); }
FORCEINLINE void CGameUIConVarRef::SetValue( int nValue ) { int nSlot = GetActiveSplitScreenPlayerSlot(); m_Info[ nSlot ].m_pConVar->SetValue( nValue ); }
FORCEINLINE void CGameUIConVarRef::SetValue( bool bValue ) { int nSlot = GetActiveSplitScreenPlayerSlot(); m_Info[ nSlot ].m_pConVar->SetValue( bValue ? 1 : 0 ); }
FORCEINLINE const char *CGameUIConVarRef::GetDefault() const { return m_Info[ 0 ].m_pConVarState->GetDefault(); }
//-----------------------------------------------------------------------------
class CGameUiSetActiveSplitScreenPlayerGuard { public: explicit CGameUiSetActiveSplitScreenPlayerGuard( int slot ); ~CGameUiSetActiveSplitScreenPlayerGuard(); private: int m_nSaveSlot; };
#define GAMEUI_ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ) CGameUiSetActiveSplitScreenPlayerGuard g_SSGuard( slot );
#endif // GAMEUI_UTIL_H
|