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128 lines
4.6 KiB
C
128 lines
4.6 KiB
C
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef VARIANT_T_H
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#define VARIANT_T_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/string_t.h"
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#include "mathlib/vmatrix.h"
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#include "mathlib/color.h"
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#include "game/shared/ehandle.h"
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#include "datamap.h"
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// Microsoft headers define these for '_variant_t'
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// undefine them to prevent clashes with our struct.
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#if defined variant_t
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#undef variant_t
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#endif variant_t
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class CBaseEntity;
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//-----------------------------------------------------------------------------
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// A variant class for passing data in entity input/output connections.
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//-----------------------------------------------------------------------------
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class variant_t
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{
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public:
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// constructor
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variant_t() : fieldType(FIELD_VOID), iVal(0) {}
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inline bool Bool( void ) const { return( fieldType == FIELD_BOOLEAN ) ? bVal : false; }
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inline const char *String( void ) const { return( fieldType == FIELD_STRING ) ? STRING(iszVal) : ToString(); }
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inline string_t StringID( void ) const { return( fieldType == FIELD_STRING ) ? iszVal : NULL_STRING; }
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inline int Int( void ) const { return( fieldType == FIELD_INTEGER ) ? iVal : 0; }
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inline float Float( void ) const { return( fieldType == FIELD_FLOAT ) ? flVal : 0; }
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inline const CHandle<CBaseEntity> &Entity( void ) const;
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inline color32 Color32( void ) const { return rgbaVal; }
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inline void Vector3D( ::Vector3D &vec ) const;
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fieldtype_t FieldType( void ) { return fieldType; }
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void SetBool( bool b ) { bVal = b; fieldType = FIELD_BOOLEAN; }
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void SetString( string_t str ) { iszVal = str, fieldType = FIELD_STRING; }
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void SetInt( int val ) { iVal = val, fieldType = FIELD_INTEGER; }
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void SetFloat( float val ) { flVal = val, fieldType = FIELD_FLOAT; }
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void SetEntity( CBaseEntity *val );
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void SetVector3D( const ::Vector3D &val ) { vecVal[0] = val[ 0 ]; vecVal[ 1 ] = val[ 1 ]; vecVal[ 2 ] = val[ 2 ]; fieldType = FIELD_VECTOR; }
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void SetPositionVector3D( const ::Vector3D &val ) { vecVal[ 0 ] = val[ 0 ]; vecVal[ 1 ] = val[ 1 ]; vecVal[ 2 ] = val[ 2 ]; fieldType = FIELD_POSITION_VECTOR; }
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void SetColor32( color32 val ) { rgbaVal = val; fieldType = FIELD_COLOR32; }
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void SetColor32( int r, int g, int b, int a ) { rgbaVal.r = (byte)r; rgbaVal.g = (byte)g; rgbaVal.b = (byte)b; rgbaVal.a = (byte)a; fieldType = FIELD_COLOR32; }
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void Set( fieldtype_t ftype, void *data );
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void SetOther( void *data );
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bool Convert( fieldtype_t newType );
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// !TODO[AMOS]: If found, make this a ptrand link it to the one in the game engine!
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//static typedescription_t m_SaveBool[];
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//static typedescription_t m_SaveInt[];
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//static typedescription_t m_SaveFloat[];
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//static typedescription_t m_SaveEHandle[];
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//static typedescription_t m_SaveString[];
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//static typedescription_t m_SaveColor[];
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//static typedescription_t m_SaveVector[];
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//static typedescription_t m_SavePositionVector[];
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//static typedescription_t m_SaveVMatrix[];
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//static typedescription_t m_SaveVMatrixWorldspace[];
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//static typedescription_t m_SaveMatrix3x4Worldspace[];
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protected:
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//-------------------------------------------------------------------------
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// Returns a string representation of the value without modifying the variant.
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//-------------------------------------------------------------------------
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const char *ToString( void ) const;
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friend class CVariantSaveDataOps;
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private:
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union
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{
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bool bVal;
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string_t iszVal;
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int iVal;
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float flVal;
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float vecVal[3];
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color32 rgbaVal;
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};
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CHandle<CBaseEntity> eVal; // this can't be in the union because it has a constructor.
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fieldtype_t fieldType;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Returns this variant as a vector.
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//-----------------------------------------------------------------------------
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inline void variant_t::Vector3D( ::Vector3D &vec ) const
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{
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if (( fieldType == FIELD_VECTOR ) || ( fieldType == FIELD_POSITION_VECTOR ))
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{
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vec[ 0 ] = vecVal[ 0 ];
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vec[ 1 ] = vecVal[ 1 ];
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vec[ 2 ] = vecVal[ 2 ];
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}
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else
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{
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vec = vec3_origin;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this variant as an EHANDLE.
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//-----------------------------------------------------------------------------
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inline const CHandle<CBaseEntity> &variant_t::Entity( void ) const
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{
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if ( fieldType == FIELD_EHANDLE )
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return eVal;
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static const CHandle<CBaseEntity> hNull( INVALID_EHANDLE );
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return( hNull );
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}
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#endif // VARIANT_T_H
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