Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GDVAR_H
#define GDVAR_H
#pragma once
#include <utlvector.h>
#include <TokenReader.h> // dvs: for MAX_STRING. Fix.
class MDkeyvalue;
enum GDIV_TYPE
{
ivBadType = -1,
ivAngle,
ivTargetDest,
ivTargetNameOrClass,
ivTargetSrc,
ivInteger,
ivString,
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,
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 pitch value is present
ivInstanceVariable, // used for instance variables for easy hammer editing
ivInstanceParm, // used for instance parameter declaration
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