Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef ICVAR_H
#define ICVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/iappsystem.h"
#include "tier1/iconvar.h"
#include "tier1/utlvector.h"
class ConCommandBase;
class ConCommand;
class ConVar;
class Color;
//-----------------------------------------------------------------------------
// ConVars/ComCommands are marked as having a particular DLL identifier
//-----------------------------------------------------------------------------
typedef int CVarDLLIdentifier_t;
//-----------------------------------------------------------------------------
// Used to display console messages
//-----------------------------------------------------------------------------
abstract_class IConsoleDisplayFunc
{
public:
virtual void ColorPrint( const Color& clr, const char *pMessage ) = 0;
virtual void Print( const char *pMessage ) = 0;
virtual void DPrint( const char *pMessage ) = 0;
virtual void GetConsoleText( char *pchText, size_t bufSize ) const = 0;
};
//-----------------------------------------------------------------------------
// Purpose: Applications can implement this to modify behavior in ICvar
//-----------------------------------------------------------------------------
#define CVAR_QUERY_INTERFACE_VERSION "VCvarQuery001"
abstract_class ICvarQuery : public IAppSystem
{
public:
// Can these two convars be aliased?
virtual bool AreConVarsLinkable( const ConVar *child, const ConVar *parent ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: DLL interface to ConVars/ConCommands
//-----------------------------------------------------------------------------
abstract_class ICvar : public IAppSystem
{
public:
// Allocate a unique DLL identifier
virtual CVarDLLIdentifier_t AllocateDLLIdentifier() = 0;
// Register, unregister commands
virtual void RegisterConCommand( ConCommandBase *pCommandBase ) = 0;
virtual void UnregisterConCommand( ConCommandBase *pCommandBase ) = 0;
virtual void UnregisterConCommands( CVarDLLIdentifier_t id ) = 0;
// If there is a +<varname> <value> on the command line, this returns the value.
// Otherwise, it returns NULL.
virtual const char* GetCommandLineValue( const char *pVariableName ) = 0;
// Try to find the cvar pointer by name
virtual ConCommandBase *FindCommandBase( const char *name ) = 0;
virtual const ConCommandBase *FindCommandBase( const char *name ) const = 0;
virtual ConVar *FindVar ( const char *var_name ) = 0;
virtual const ConVar *FindVar ( const char *var_name ) const = 0;
virtual ConCommand *FindCommand( const char *name ) = 0;
virtual const ConCommand *FindCommand( const char *name ) const = 0;
// Install a global change callback (to be called when any convar changes)
virtual void InstallGlobalChangeCallback( FnChangeCallback_t callback ) = 0;
virtual void RemoveGlobalChangeCallback( FnChangeCallback_t callback ) = 0;
virtual void CallGlobalChangeCallbacks( ConVar *var, const char *pOldString, float flOldValue ) = 0;
// Install a console printer
virtual void InstallConsoleDisplayFunc( IConsoleDisplayFunc* pDisplayFunc ) = 0;
virtual void RemoveConsoleDisplayFunc( IConsoleDisplayFunc* pDisplayFunc ) = 0;
virtual void ConsoleColorPrintf( const Color& clr, PRINTF_FORMAT_STRING const char *pFormat, ... ) const FMTFUNCTION( 3, 4 ) = 0;
virtual void ConsolePrintf( PRINTF_FORMAT_STRING const char *pFormat, ... ) const FMTFUNCTION( 2, 3 ) = 0;
virtual void ConsoleDPrintf( PRINTF_FORMAT_STRING const char *pFormat, ... ) const FMTFUNCTION( 2, 3 ) = 0;
// Reverts cvars which contain a specific flag
virtual void RevertFlaggedConVars( int nFlag ) = 0;
// Method allowing the engine ICvarQuery interface to take over
// A little hacky, owing to the fact the engine is loaded
// well after ICVar, so we can't use the standard connect pattern
virtual void InstallCVarQuery( ICvarQuery *pQuery ) = 0;
#if defined( USE_VXCONSOLE )
virtual void PublishToVXConsole( ) = 0;
#endif
virtual void SetMaxSplitScreenSlots( int nSlots ) = 0;
virtual int GetMaxSplitScreenSlots() const = 0;
virtual void AddSplitScreenConVars() = 0;
virtual void RemoveSplitScreenConVars( CVarDLLIdentifier_t id ) = 0;
virtual int GetConsoleDisplayFuncCount() const = 0;
virtual void GetConsoleText( int nDisplayFuncIndex, char *pchText, size_t bufSize ) const = 0;
// Utilities for convars accessed by the material system thread
virtual bool IsMaterialThreadSetAllowed( ) const = 0;
virtual void QueueMaterialThreadSetValue( ConVar *pConVar, const char *pValue ) = 0;
virtual void QueueMaterialThreadSetValue( ConVar *pConVar, int nValue ) = 0;
virtual void QueueMaterialThreadSetValue( ConVar *pConVar, float flValue ) = 0;
virtual bool HasQueuedMaterialThreadConVarSets() const = 0;
virtual int ProcessQueuedMaterialThreadConVarSets() = 0;
protected: class ICVarIteratorInternal;
public:
/// Iteration over all cvars.
/// (THIS IS A SLOW OPERATION AND YOU SHOULD AVOID IT.)
/// usage:
/// { ICVar::Iterator iter(g_pCVar);
/// for ( iter.SetFirst() ; iter.IsValid() ; iter.Next() )
/// {
/// ConCommandBase *cmd = iter.Get();
/// }
/// }
/// The Iterator class actually wraps the internal factory methods
/// so you don't need to worry about new/delete -- scope takes care
// of it.
/// We need an iterator like this because we can't simply return a
/// pointer to the internal data type that contains the cvars --
/// it's a custom, protected class with unusual semantics and is
/// prone to change.
class Iterator
{
public:
inline Iterator(ICvar *icvar);
inline ~Iterator(void);
inline void SetFirst( void ) RESTRICT;
inline void Next( void ) RESTRICT;
inline bool IsValid( void ) RESTRICT;
inline ConCommandBase *Get( void ) RESTRICT;
private:
ICVarIteratorInternal *m_pIter;
};
protected:
// internals for ICVarIterator
class ICVarIteratorInternal
{
public:
// This should be a virtual destructor to avoid undefined behavior and many warnings, but doing so
// causes plugins to break. It's not worth the trouble at this point.
//virtual ~ICVarIteratorInternal() {}
virtual void SetFirst( void ) RESTRICT = 0;
virtual void Next( void ) RESTRICT = 0;
virtual bool IsValid( void ) RESTRICT = 0;
virtual ConCommandBase *Get( void ) RESTRICT = 0;
};
virtual ICVarIteratorInternal *FactoryInternalIterator( void ) = 0;
friend class Iterator;
};
inline ICvar::Iterator::Iterator(ICvar *icvar)
{
m_pIter = icvar->FactoryInternalIterator();
}
inline ICvar::Iterator::~Iterator( void )
{
delete m_pIter;
}
inline void ICvar::Iterator::SetFirst( void ) RESTRICT
{
m_pIter->SetFirst();
}
inline void ICvar::Iterator::Next( void ) RESTRICT
{
m_pIter->Next();
}
inline bool ICvar::Iterator::IsValid( void ) RESTRICT
{
return m_pIter->IsValid();
}
inline ConCommandBase * ICvar::Iterator::Get( void ) RESTRICT
{
return m_pIter->Get();
}
//-----------------------------------------------------------------------------
// These global names are defined by tier1.h, duplicated here so you
// don't have to include tier1.h
//-----------------------------------------------------------------------------
// These are marked DLL_EXPORT for Linux.
DECLARE_TIER1_INTERFACE( ICvar, cvar );
DECLARE_TIER1_INTERFACE( ICvar, g_pCVar );
#endif // ICVAR_H