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133 lines
3.3 KiB
133 lines
3.3 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TEXTSTATSMGR_H
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#define TEXTSTATSMGR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "filesystem.h"
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#include "utllinkedlist.h"
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// Text stats get to print their stuff by implementing this type of function.
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typedef void (*TextStatPrintFn)( IFileSystem *pFileSys, FileHandle_t hFile, void *pUserData );
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typedef void (*TextStatFileFn)();
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// The CTextStatsMgr is just a collection of CTextStat's that go into the same file.
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class CTextStatsMgr
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{
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public:
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CTextStatsMgr( void );
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// Write a file with all the registered stats.
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bool WriteFile( IFileSystem *pFileSystem, const char *pFilename = NULL );
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// Get the preset filename to write stats to, if none is specified when writing
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char *GetStatsFilename( void );
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// Set the filename to write stats to, if none is specified when writing
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void SetStatsFilename( char *sFilename );
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private:
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char m_szStatFilename[ MAX_PATH ];
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};
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// This is the default CTextStatsMgr, but there can be any number of them.
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extern CTextStatsMgr g_TextStatsMgr;
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// Make these to register text stat functions.
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class CTextStat
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{
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friend class CTextStatsMgr;
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public:
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CTextStat();
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CTextStat( TextStatPrintFn fn, void *pUserData, CTextStatsMgr *pMgr=&g_TextStatsMgr );
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~CTextStat();
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// This can be called if you don't want to pass parameters into the constructor.
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void Init( TextStatPrintFn printFn, void *pUserData, CTextStatsMgr *pMgr=&g_TextStatsMgr );
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void Term();
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private:
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// Special constructor to just tie off the linked list.
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CTextStat( bool bGlobalListHead );
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// The global list of CTextStats.
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static CTextStat* GetTextStatsList();
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static void RemoveFn( void *pUserData );
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// Link it into the global list.
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CTextStat *m_pPrev;
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CTextStat *m_pNext;
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CTextStatsMgr *m_pMgr;
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TextStatPrintFn m_PrintFn;
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void *m_pUserData;
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};
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// This class registers like a ConVar and acts like an int. When the game is shutdown,
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// its value will be saved in the stats file along with its name.s
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class CTextStatInt
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{
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public:
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CTextStatInt( const char *pName, int initialValue=0, CTextStatsMgr *pMgr=&g_TextStatsMgr );
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operator int() const { return m_Value; }
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int operator=( int val ) { m_Value = val; return m_Value; }
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int operator++() { m_Value++; return m_Value; }
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int operator--() { m_Value--; return m_Value; }
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int operator+=( int val ) { m_Value += val; return m_Value; }
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int operator-=( int val ) { m_Value -= val; return m_Value; }
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int operator*=( int val ) { m_Value *= val; return m_Value; }
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int operator/=( int val ) { m_Value /= val; return m_Value; }
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private:
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static void PrintFn( IFileSystem *pFileSys, FileHandle_t hFile, void *pUserData );
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private:
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const char *m_pName;
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int m_Value;
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CTextStat m_Reg; // Use to register ourselves.
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};
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// This can be registered to get a callback when the text stats mgr is saving its files.
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// You can write data out to your own file in here.
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class CTextStatFile
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{
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public:
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CTextStatFile( TextStatFileFn fn );
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private:
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friend class CTextStatsMgr;
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static CTextStatFile *s_pHead;
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CTextStatFile *m_pNext;
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TextStatFileFn m_pFn;
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};
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#endif // TEXTSTATSMGR_H
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