//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef VARIANT_T_H #define VARIANT_T_H #ifdef _WIN32 #pragma once #endif #include "tier1/string_t.h" #include "mathlib/vmatrix.h" #include "mathlib/color.h" #include "game/shared/ehandle.h" #include "datamap.h" // Microsoft headers define these for '_variant_t' // undefine them to prevent clashes with our struct. #if defined variant_t #undef variant_t #endif variant_t class CBaseEntity; //----------------------------------------------------------------------------- // A variant class for passing data in entity input/output connections. //----------------------------------------------------------------------------- class variant_t { 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 &Entity( void ) const; inline color32 Color32( void ) const { return rgbaVal; } inline void Vector3D( ::Vector3D &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 ::Vector3D &val ) { vecVal[0] = val[ 0 ]; vecVal[ 1 ] = val[ 1 ]; vecVal[ 2 ] = val[ 2 ]; fieldType = FIELD_VECTOR; } void SetPositionVector3D( const ::Vector3D &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 = (byte)r; rgbaVal.g = (byte)g; rgbaVal.b = (byte)b; rgbaVal.a = (byte)a; fieldType = FIELD_COLOR32; } void Set( fieldtype_t ftype, void *data ); void SetOther( void *data ); bool Convert( fieldtype_t newType ); // !TODO[AMOS]: If found, make this a ptrand link it to the one in the game engine! //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; private: union { bool bVal; string_t iszVal; int iVal; float flVal; float vecVal[3]; color32 rgbaVal; }; CHandle eVal; // this can't be in the union because it has a constructor. fieldtype_t fieldType; }; //----------------------------------------------------------------------------- // Purpose: Returns this variant as a vector. //----------------------------------------------------------------------------- inline void variant_t::Vector3D( ::Vector3D &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 &variant_t::Entity( void ) const { if ( fieldType == FIELD_EHANDLE ) return eVal; static const CHandle hNull( INVALID_EHANDLE ); return( hNull ); } #endif // VARIANT_T_H