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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GDVAR_H
#define GDVAR_H
#pragma once
#include <utlvector.h>
#include <tier2/tokenreader.h> // dvs: for MAX_STRING. Fix.
class MDkeyvalue;
enum GDIV_TYPE { ivBadType = -1, ivAngle, ivTargetDest, ivTargetNameOrClass, ivTargetSrc, ivInteger, ivString, ivStringInstanced, ivChoices, ivFlags, ivDecal, ivColor255, // components are 0-255
ivColor1, // components are 0-1
ivStudioModel, ivSprite, ivSound, ivVector, ivNPCClass, ivFilterClass, ivFloat, ivMaterial, ivScene, ivSide, // One brush face ID.
ivSideList, // One or more brush face IDs, space delimited.
ivOrigin, // The origin of an entity, in the form "x y z".
ivVecLine, // An origin that draws a line back to the parent entity.
ivAxis, // The axis of rotation for a rotating entity, in the form "x0 y0 z0, x1 y1 z1".
ivPointEntityClass, ivNodeDest, ivScript, ivScriptList, ivParticleSystem, ivInstanceFile, // used for hammer to know this field should display a browse button to find map files
ivAngleNegativePitch, // used for instance rotating when just a negative pitch value is present ( light_ pitch fields )
ivInstanceVariable, // used for instance variables for easy hammer editing
ivInstanceParm, // used for instance parameter declaration
ivBoolean, ivNodeID, // used for instance node id remapping
ivMax // count of types
};
//-----------------------------------------------------------------------------
// Defines an element in a choices/flags list. Choices values are strings;
// flags values are integers, hence the iValue and szValue members.
//-----------------------------------------------------------------------------
typedef struct { unsigned long iValue; // Bitflag value for ivFlags
char szValue[MAX_STRING]; // String value for ivChoices
char szCaption[MAX_STRING]; // Name of this choice
BOOL bDefault; // Flag set by default?
} GDIVITEM;
class GDinputvariable { public:
GDinputvariable(); GDinputvariable( const char *szType, const char *szName ); ~GDinputvariable();
BOOL InitFromTokens(TokenReader& tr); // functions:
inline const char *GetName() { return m_szName; } inline const char *GetLongName(void) { return m_szLongName; } inline const char *GetDescription(void);
inline int GetFlagCount() { return m_Items.Count(); } inline int GetFlagMask(int nFlag); inline const char *GetFlagCaption(int nFlag); inline int GetChoiceCount() { return m_Items.Count(); } inline const char *GetChoiceCaption(int nChoice);
inline GDIV_TYPE GetType() { return m_eType; } const char *GetTypeText(void); inline void GetDefault(int *pnStore) { pnStore[0] = m_nDefault; }
inline void GetDefault(char *pszStore) { strcpy(pszStore, m_szDefault); } GDIV_TYPE GetTypeFromToken(const char *pszToken); trtoken_t GetStoreAsFromType(GDIV_TYPE eType);
const char *ItemStringForValue(const char *szValue); const char *ItemValueForString(const char *szString);
BOOL IsFlagSet(unsigned int); void SetFlag(unsigned int, BOOL bSet);
void ResetDefaults();
void ToKeyValue(MDkeyvalue* pkv); void FromKeyValue(MDkeyvalue* pkv);
inline bool IsReportable(void); inline bool IsReadOnly(void);
GDinputvariable &operator =(GDinputvariable &Other); void Merge(GDinputvariable &Other);
static const char *GetVarTypeName( GDIV_TYPE eType );
private:
// for choices/flags:
CUtlVector<GDIVITEM> m_Items;
static char *m_pszEmpty;
char m_szName[MAX_IDENT]; char m_szLongName[MAX_STRING]; char *m_pszDescription;
GDIV_TYPE m_eType;
int m_nDefault; char m_szDefault[MAX_STRING];
int m_nValue; char m_szValue[MAX_STRING];
bool m_bReportable; bool m_bReadOnly;
friend class GDclass; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *GDinputvariable::GetDescription(void) { if (m_pszDescription != NULL) { return(m_pszDescription); }
return(m_pszEmpty); }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not this variable is read only. Read only variables
// cannot be edited in the Entity Properties dialog.
//-----------------------------------------------------------------------------
bool GDinputvariable::IsReadOnly(void) { return(m_bReadOnly); }
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not this variable should be displayed in the Entity
// Report dialog.
//-----------------------------------------------------------------------------
bool GDinputvariable::IsReportable(void) { return(m_bReportable); }
//-----------------------------------------------------------------------------
// Returns the flag mask (eg 4096) for the flag at the given index. The
// array is packed, so it isn't just 1 >> nFlag.
//-----------------------------------------------------------------------------
int GDinputvariable::GetFlagMask(int nFlag) { Assert(m_eType == ivFlags); return m_Items.Element(nFlag).iValue; }
//-----------------------------------------------------------------------------
// Returns the caption text (eg "Only break on trigger") for the flag at the given index.
//-----------------------------------------------------------------------------
const char *GDinputvariable::GetFlagCaption(int nFlag) { Assert(m_eType == ivFlags); return m_Items.Element(nFlag).szCaption; }
//-----------------------------------------------------------------------------
// Returns the caption text (eg "Yes") for the choice at the given index.
//-----------------------------------------------------------------------------
const char *GDinputvariable::GetChoiceCaption(int nChoice) { Assert(m_eType == ivChoices); return m_Items.Element(nChoice).szCaption; }
#endif // GDVAR_H
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