Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include <KeyValues.h>
#include "materialsystem/imaterialvar.h"
#include "materialsystem/imaterial.h"
#include "iclientrenderable.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Helper class to deal with floating point inputs
//-----------------------------------------------------------------------------
bool CFloatInput::Init( IMaterial *pMaterial, KeyValues *pKeyValues, const char *pKeyName, float flDefault )
{
m_pFloatVar = NULL;
KeyValues *pSection = pKeyValues->FindKey( pKeyName );
if (pSection)
{
if (pSection->GetDataType() == KeyValues::TYPE_STRING)
{
const char *pVarName = pSection->GetString();
// Look for numbers...
float flValue;
int nCount = sscanf( pVarName, "%f", &flValue );
if (nCount == 1)
{
m_flValue = flValue;
return true;
}
// Look for array specification...
char pTemp[256];
if (strchr(pVarName, '['))
{
// strip off the array...
Q_strncpy( pTemp, pVarName, 256 );
char *pArray = strchr( pTemp, '[' );
*pArray++ = 0;
char* pIEnd;
m_FloatVecComp = strtol( pArray, &pIEnd, 10 );
// Use the version without the array...
pVarName = pTemp;
}
else
{
m_FloatVecComp = -1;
}
bool bFoundVar;
m_pFloatVar = pMaterial->FindVar( pVarName, &bFoundVar, true );
if (!bFoundVar)
return false;
}
else
{
m_flValue = pSection->GetFloat();
}
}
else
{
m_flValue = flDefault;
}
return true;
}
float CFloatInput::GetFloat() const
{
if (!m_pFloatVar)
return m_flValue;
if( m_FloatVecComp < 0 )
return m_pFloatVar->GetFloatValue();
int iVecSize = m_pFloatVar->VectorSize();
if ( m_FloatVecComp >= iVecSize )
return 0;
float v[4];
m_pFloatVar->GetVecValue( v, iVecSize );
return v[m_FloatVecComp];
}
//-----------------------------------------------------------------------------
//
// Result proxy; a result (with vector friendliness)
//
//-----------------------------------------------------------------------------
CResultProxy::CResultProxy() : m_pResult(0)
{
}
CResultProxy::~CResultProxy()
{
}
bool CResultProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
char const* pResult = pKeyValues->GetString( "resultVar" );
if( !pResult )
return false;
// Look for array specification...
char pTemp[256];
if (strchr(pResult, '['))
{
// strip off the array...
Q_strncpy( pTemp, pResult, 256 );
char *pArray = strchr( pTemp, '[' );
*pArray++ = 0;
char* pIEnd;
m_ResultVecComp = strtol( pArray, &pIEnd, 10 );
// Use the version without the array...
pResult = pTemp;
}
else
{
m_ResultVecComp = -1;
}
bool foundVar;
m_pResult = pMaterial->FindVar( pResult, &foundVar, true );
if( !foundVar )
return false;
return true;
}
//-----------------------------------------------------------------------------
// A little code to allow us to set single components of vectors
//-----------------------------------------------------------------------------
void CResultProxy::SetFloatResult( float result )
{
if (m_pResult->GetType() == MATERIAL_VAR_TYPE_VECTOR)
{
if ( m_ResultVecComp >= 0 )
{
m_pResult->SetVecComponentValue( result, m_ResultVecComp );
}
else
{
float v[4];
int vecSize = m_pResult->VectorSize();
for (int i = 0; i < vecSize; ++i)
v[i] = result;
m_pResult->SetVecValue( v, vecSize );
}
}
else
{
m_pResult->SetFloatValue( result );
}
}
C_BaseEntity *CResultProxy::BindArgToEntity( void *pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
return pRend ? pRend->GetIClientUnknown()->GetBaseEntity() : NULL;
}
IMaterial *CResultProxy::GetMaterial()
{
return m_pResult->GetOwningMaterial();
}
//-----------------------------------------------------------------------------
//
// Base functional proxy; two sources (one is optional) and a result
//
//-----------------------------------------------------------------------------
CFunctionProxy::CFunctionProxy() : m_pSrc1(0), m_pSrc2(0)
{
}
CFunctionProxy::~CFunctionProxy()
{
}
bool CFunctionProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
char const* pSrcVar1 = pKeyValues->GetString( "srcVar1" );
if( !pSrcVar1 )
return false;
bool foundVar;
m_pSrc1 = pMaterial->FindVar( pSrcVar1, &foundVar, true );
if( !foundVar )
return false;
// Source 2 is optional, some math ops may be single-input
char const* pSrcVar2 = pKeyValues->GetString( "srcVar2" );
if( pSrcVar2 && (*pSrcVar2) )
{
m_pSrc2 = pMaterial->FindVar( pSrcVar2, &foundVar, true );
if( !foundVar )
return false;
}
else
{
m_pSrc2 = 0;
}
return true;
}
void CFunctionProxy::ComputeResultType( MaterialVarType_t& resultType, int& vecSize )
{
// Feh, this is ugly. Basically, don't change the result type
// unless it's undefined.
resultType = m_pResult->GetType();
if (resultType == MATERIAL_VAR_TYPE_VECTOR)
{
if (m_ResultVecComp >= 0)
resultType = MATERIAL_VAR_TYPE_FLOAT;
vecSize = m_pResult->VectorSize();
}
else if (resultType == MATERIAL_VAR_TYPE_UNDEFINED)
{
resultType = m_pSrc1->GetType();
if (resultType == MATERIAL_VAR_TYPE_VECTOR)
{
vecSize = m_pSrc1->VectorSize();
}
else if ((resultType == MATERIAL_VAR_TYPE_UNDEFINED) && m_pSrc2)
{
resultType = m_pSrc2->GetType();
if (resultType == MATERIAL_VAR_TYPE_VECTOR)
{
vecSize = m_pSrc2->VectorSize();
}
}
}
}