Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef GAMEUI_UTIL_H
#define GAMEUI_UTIL_H
#ifdef _WIN32
#pragma once
#endif
// 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:
explicit CGameUIConVarRef( const char *pName );
CGameUIConVarRef( const char *pName, bool bIgnoreMissing );
explicit CGameUIConVarRef( IConVar *pConVar );
void Init( const char *pName, bool bIgnoreMissing );
bool IsValid() const;
bool IsFlagSet( int nFlags ) const;
// Get/Set value
float GetFloat( int iSlot = -1 ) const;
int GetInt( int iSlot = -1 ) const;
float GetMin( int iSlot = -1 ) const;
float GetMax( int iSlot = -1 ) const;
bool GetBool( int iSlot = -1 ) const { return !!GetInt(); }
const char *GetString( int iSlot = -1 ) const;
void SetValue( const char *pValue, int iSlot = -1 );
void SetValue( float flValue, int iSlot = -1 );
void SetValue( int nValue, int iSlot = -1 );
void SetValue( bool bValue, int iSlot = -1 );
const char *GetName( int iSlot = -1 ) 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( int iSlot ) const
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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( int iSlot ) const
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
return m_Info[ nSlot ].m_pConVarState->GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as an int
//-----------------------------------------------------------------------------
FORCEINLINE int CGameUIConVarRef::GetInt( int iSlot ) const
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
return m_Info[ nSlot ].m_pConVarState->GetInt();
}
//-----------------------------------------------------------------------------
// Purpose: Return ConVar value as a string, return "" for bogus string pointer, etc.
//-----------------------------------------------------------------------------
FORCEINLINE const char *CGameUIConVarRef::GetString( int iSlot ) const
{
Assert( !IsFlagSet( FCVAR_NEVER_AS_STRING ) );
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
return m_Info[ nSlot ].m_pConVarState->GetString();
}
FORCEINLINE_CVAR float CGameUIConVarRef::GetMax( int iSlot ) const
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
return m_Info[ nSlot ].m_pConVarState->GetMaxValue();
}
// [jbright] - Convenience function for retrieving the min value of the convar
FORCEINLINE_CVAR float CGameUIConVarRef::GetMin( int iSlot ) const
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
return m_Info[ nSlot ].m_pConVarState->GetMinValue();
}
FORCEINLINE void CGameUIConVarRef::SetValue( const char *pValue, int iSlot )
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
m_Info[ nSlot ].m_pConVar->SetValue( pValue );
}
FORCEINLINE void CGameUIConVarRef::SetValue( float flValue, int iSlot )
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
m_Info[ nSlot ].m_pConVar->SetValue( flValue );
}
FORCEINLINE void CGameUIConVarRef::SetValue( int nValue, int iSlot )
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
m_Info[ nSlot ].m_pConVar->SetValue( nValue );
}
FORCEINLINE void CGameUIConVarRef::SetValue( bool bValue, int iSlot )
{
int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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_UISSGuard( slot );
#endif // GAMEUI_UTIL_H