Team Fortress 2 Source Code as on 22/4/2020
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 Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VARIANT_T_H
#define VARIANT_T_H
#ifdef _WIN32
#pragma once
#endif
#include "ehandle.h"
#include "mathlib/vmatrix.h"
class CBaseEntity;
//
// A variant class for passing data in entity input/output connections.
//
class variant_t { union { bool bVal; string_t iszVal; int iVal; float flVal; float vecVal[3]; color32 rgbaVal; }; CHandle<CBaseEntity> eVal; // this can't be in the union because it has a constructor.
fieldtype_t fieldType;
public:
// constructor
variant_t() : fieldType(FIELD_VOID), iVal(0) {}
inline bool Bool( void ) const { return( fieldType == FIELD_BOOLEAN ) ? bVal : false; } inline const char *String( void ) const { return( fieldType == FIELD_STRING ) ? STRING(iszVal) : ToString(); } inline string_t StringID( void ) const { return( fieldType == FIELD_STRING ) ? iszVal : NULL_STRING; } inline int Int( void ) const { return( fieldType == FIELD_INTEGER ) ? iVal : 0; } inline float Float( void ) const { return( fieldType == FIELD_FLOAT ) ? flVal : 0; } inline const CHandle<CBaseEntity> &Entity(void) const; inline color32 Color32(void) const { return rgbaVal; } inline void Vector3D(Vector &vec) const;
fieldtype_t FieldType( void ) { return fieldType; }
void SetBool( bool b ) { bVal = b; fieldType = FIELD_BOOLEAN; } void SetString( string_t str ) { iszVal = str, fieldType = FIELD_STRING; } void SetInt( int val ) { iVal = val, fieldType = FIELD_INTEGER; } void SetFloat( float val ) { flVal = val, fieldType = FIELD_FLOAT; } void SetEntity( CBaseEntity *val ); void SetVector3D( const Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_VECTOR; } void SetPositionVector3D( const Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_POSITION_VECTOR; } void SetColor32( color32 val ) { rgbaVal = val; fieldType = FIELD_COLOR32; } void SetColor32( int r, int g, int b, int a ) { rgbaVal.r = r; rgbaVal.g = g; rgbaVal.b = b; rgbaVal.a = a; fieldType = FIELD_COLOR32; } void Set( fieldtype_t ftype, void *data ); void SetOther( void *data ); bool Convert( fieldtype_t newType );
static typedescription_t m_SaveBool[]; static typedescription_t m_SaveInt[]; static typedescription_t m_SaveFloat[]; static typedescription_t m_SaveEHandle[]; static typedescription_t m_SaveString[]; static typedescription_t m_SaveColor[]; static typedescription_t m_SaveVector[]; static typedescription_t m_SavePositionVector[]; static typedescription_t m_SaveVMatrix[]; static typedescription_t m_SaveVMatrixWorldspace[]; static typedescription_t m_SaveMatrix3x4Worldspace[];
protected:
//
// Returns a string representation of the value without modifying the variant.
//
const char *ToString( void ) const;
friend class CVariantSaveDataOps; };
//-----------------------------------------------------------------------------
// Purpose: Returns this variant as a vector.
//-----------------------------------------------------------------------------
inline void variant_t::Vector3D(Vector &vec) const { if (( fieldType == FIELD_VECTOR ) || ( fieldType == FIELD_POSITION_VECTOR )) { vec[0] = vecVal[0]; vec[1] = vecVal[1]; vec[2] = vecVal[2]; } else { vec = vec3_origin; } }
//-----------------------------------------------------------------------------
// Purpose: Returns this variant as an EHANDLE.
//-----------------------------------------------------------------------------
inline const CHandle<CBaseEntity> &variant_t::Entity(void) const { if ( fieldType == FIELD_EHANDLE ) return eVal;
static CHandle<CBaseEntity> hNull; hNull.Set(NULL); return(hNull); }
#endif // VARIANT_T_H
|