r5sdk/r5dev/tier0/basetypes.h
Kawe Mazidjatari 50fee7414d Missing material error logging
This commit implements missing material error logging.
When a material does not exist, it will get replaced with an error material, we log which material is missing, and with which error material it gets replaced with.
This commit also comes with some updates regarding the CMaterialGlue class, and some new types used by this class from the RePak project.
2022-10-13 02:22:50 +02:00

369 lines
9.9 KiB
C++

#pragma once
/*-----------------------------------------------------------------------------
* _basetypes
*-----------------------------------------------------------------------------*/
//#define GAMEDLL_S0 /*[r]*/
//#define GAMEDLL_S1 /*[r]*/
//#define GAMEDLL_S2 /*[i]*/
#define GAMEDLL_S3 /*[r]*/
//#define GAMEDLL_S4 /*[i]*/
//#define GAMEDLL_S5 /*[i]*/
//#define GAMEDLL_S7 /*[i]*/
//-----------------------------------------------------------------------------
// Set up platform defines.
//-----------------------------------------------------------------------------
#ifdef _WIN32
#define IsPlatformLinux() 0
#define IsPlatformPosix() 0
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#define IsPlatformPS3() 0
#define IsPlatformPS3_PPU() 0
#define IsPlatformPS3_SPU() 0
#define PLATFORM_WINDOWS 1
#define PLATFORM_OPENGL 0
#ifndef _X360
#define IsPlatformX360() 0
#define IsPlatformWindowsPC() 1
#define PLATFORM_WINDOWS_PC 1
#ifdef _WIN64
#define IsPlatformWindowsPC64() 1
#define IsPlatformWindowsPC32() 0
#define PLATFORM_WINDOWS_PC64 1
#else
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 1
#define PLATFORM_WINDOWS_PC32 1
#endif
#else // _X360
#define IsPlatformWindowsPC() 0
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 0
#define IsPlatformX360() 1
#define PLATFORM_X360 1
#endif // _X360
#elif defined(_PS3)
// Adding IsPlatformOpenGL() to help fix a bunch of code that was using IsPosix() to infer if the DX->GL translation layer was being used.
#if defined( DX_TO_GL_ABSTRACTION )
#define IsPlatformOpenGL() true
#else
#define IsPlatformOpenGL() false
#endif
#define IsPlatformX360() 0
#define IsPlatformPS3() 1
#ifdef SPU
#define IsPlatformPS3_PPU() 0
#define IsPlatformPS3_SPU() 1
#else
#define IsPlatformPS3_PPU() 1
#define IsPlatformPS3_SPU() 0
#endif
#define IsPlatformWindowsPC() 0
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 0
#define IsPlatformPosix() 1
#define PLATFORM_POSIX 1
#define PLATFORM_OPENGL 0
#define IsPlatformLinux() 0
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#elif defined(POSIX)
#define IsPlatformX360() 0
#define IsPlatformPS3() 0
#define IsPlatformPS3_PPU() 0
#define IsPlatformPS3_SPU() 0
#define IsPlatformWindowsPC() 0
#define IsPlatformWindowsPC64() 0
#define IsPlatformWindowsPC32() 0
#define IsPlatformPosix() 1
#define PLATFORM_POSIX 1
#if defined( LINUX ) && !defined( OSX ) // for havok we define both symbols, so don't let the osx build wander down here
#define IsPlatformLinux() 1
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#define PLATFORM_OPENGL 0
#define PLATFORM_LINUX 1
#elif defined ( OSX )
#define IsPlatformLinux() 0
#define IsPlatformOSX() 1
#define IsOSXOpenGL() 1
#define PLATFORM_OSX 1
#define PLATFORM_OPENGL 1
#else
#define IsPlatformLinux() 0
#define IsPlatformOSX() 0
#define IsOSXOpenGL() 0
#define PLATFORM_OPENGL 0
#endif
#else
#error
#endif
//////////////////////////////////////////////////////////////////////////
//#ifndef schema
//#define schema namespace ValveSchemaMarker {}
//#endif
//#define noschema
//#define schema_pragma( ... )
//#define META( ... )
//#define TYPEMETA( ... )
//-----------------------------------------------------------------------------
// Old-school defines we're going to support since much code uses them
//-----------------------------------------------------------------------------
#define IsLinux() IsPlatformLinux()
#define IsOSX() IsPlatformOSX()
#define IsPosix() IsPlatformPosix()
#define IsX360() IsPlatformX360()
#define IsPS3() IsPlatformPS3()
#define MAX_SPLITSCREEN_CLIENT_BITS 2 // Max 2 player splitscreen in portal (don't merge this back), saves a bunch of memory [8/31/2010 tom]
#define MAX_SPLITSCREEN_CLIENTS ( 1 << MAX_SPLITSCREEN_CLIENT_BITS ) // 4 // this should == MAX_JOYSTICKS in InputEnums.h
#define MAX_PLAYERS 128 // Max R5 players.
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
#define MAX_MAP_NAME_HOST 64
#else
#define MAX_MAP_NAME_HOST 32
#endif // Max BSP file name len.
#define MAX_MAP_NAME 64
#define SDK_VERSION "VGameSDK006" // Increment this with every /breaking/ SDK change (i.e. security/backend changes breaking compatibility).
#define SDK_ARRAYSIZE(arr) ((sizeof(arr) / sizeof(*arr))) // Name due to IMGUI implementation and NT implementation that we shouldn't share across everywhere.
#ifndef DEDICATED
#define SDK_DEFAULT_CFG "platform\\cfg\\startup_default.cfg"
#else
#define SDK_DEFAULT_CFG "platform\\cfg\\startup_dedi_default.cfg"
#endif
// #define COMPILETIME_MAX and COMPILETIME_MIN for max/min in constant expressions
#define COMPILETIME_MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
#define COMPILETIME_MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
#ifndef MIN
#define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
#endif
#ifndef MAX
#define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
#endif
#ifdef __cplusplus
template< class T, class Y, class X >
inline T clamp(T const& val, Y const& minVal, X const& maxVal)
{
if (val < minVal)
return minVal;
else if (val > maxVal)
return maxVal;
else
return val;
}
// This is the preferred clamp operator. Using the clamp macro can lead to
// unexpected side-effects or more expensive code. Even the clamp (all
// lower-case) function can generate more expensive code because of the
// mixed types involved.
template< class T >
T Clamp(T const& val, T const& minVal, T const& maxVal)
{
if (val < minVal)
return minVal;
else if (val > maxVal)
return maxVal;
else
return val;
}
// This is the preferred Min operator. Using the MIN macro can lead to unexpected
// side-effects or more expensive code.
template< class T >
T Min(T const& val1, T const& val2)
{
return val1 < val2 ? val1 : val2;
}
// This is the preferred Max operator. Using the MAX macro can lead to unexpected
// side-effects or more expensive code.
template< class T >
T Max(T const& val1, T const& val2)
{
return val1 > val2 ? val1 : val2;
}
template <typename T>
void Swap(T& a, T& b)
{
T temp = a;
a = b;
b = temp;
}
#else
#define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
#endif
#define fsel(c,x,y) ( (c) >= 0 ? (x) : (y) )
// integer conditional move
// if a >= 0, return x, else y
#define isel(a,x,y) ( ((a) >= 0) ? (x) : (y) )
// if x = y, return a, else b
#define ieqsel(x,y,a,b) (( (x) == (y) ) ? (a) : (b))
// if the nth bit of a is set (counting with 0 = LSB),
// return x, else y
// this is fast if nbit is a compile-time immediate
#define ibitsel(a, nbit, x, y) ( ( ((a) & (1 << (nbit))) != 0 ) ? (x) : (y) )
// MSVC CRT uses 0x7fff while gcc uses MAX_INT, leading to mismatches between platforms
// As a result, we pick the least common denominator here. This should be used anywhere
// you might typically want to use RAND_MAX
#define VALVE_RAND_MAX 0x7fff
#define FORWARD_DECLARE_HANDLE(name) typedef struct name##__ *name
#ifndef NOTE_UNUSED
#define NOTE_UNUSED(x) (void)(x) // for pesky compiler / lint warnings
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything.
// NJS: Inlined to prevent floats from being autopromoted to doubles, as with the old system.
#ifndef RAD2DEG
#define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
#endif
#ifndef DEG2RAD
#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
#endif
typedef int qboolean;
typedef float vec_t;
typedef float vec3_t[3];
typedef float float32;
typedef double float64;
struct vrect_t
{
int x, y, width, height;
vrect_t* pnext;
};
constexpr int MAX_NETCONSOLE_INPUT_LEN = 4096;
constexpr int MSG_NOSIGNAL = 0;
//-----------------------------------------------------------------------------
// Declares a type-safe handle type; you can't assign one handle to the next
//-----------------------------------------------------------------------------
// 32-bit pointer handles.
// Typesafe 8-bit and 16-bit handles.
template< class HandleType >
class CBaseIntHandle
{
public:
inline bool operator==(const CBaseIntHandle& other) { return m_Handle == other.m_Handle; }
inline bool operator!=(const CBaseIntHandle& other) { return m_Handle != other.m_Handle; }
// Only the code that doles out these handles should use these functions.
// Everyone else should treat them as a transparent type.
inline HandleType GetHandleValue() { return m_Handle; }
inline void SetHandleValue(HandleType val) { m_Handle = val; }
typedef HandleType HANDLE_TYPE;
protected:
HandleType m_Handle;
};
template< class DummyType >
class CIntHandle16 : public CBaseIntHandle< unsigned short >
{
public:
inline CIntHandle16() {}
static inline CIntHandle16<DummyType> MakeHandle(HANDLE_TYPE val)
{
return CIntHandle16<DummyType>(val);
}
protected:
inline CIntHandle16(HANDLE_TYPE val)
{
m_Handle = val;
}
};
template< class DummyType >
class CIntHandle32 : public CBaseIntHandle< uint32 >
{
public:
inline CIntHandle32() {}
static inline CIntHandle32<DummyType> MakeHandle(HANDLE_TYPE val)
{
return CIntHandle32<DummyType>(val);
}
protected:
inline CIntHandle32(HANDLE_TYPE val)
{
m_Handle = val;
}
};
// NOTE: This macro is the same as windows uses; so don't change the guts of it
#define DECLARE_HANDLE_16BIT(name) typedef CIntHandle16< struct name##__handle * > name;
#define DECLARE_HANDLE_32BIT(name) typedef CIntHandle32< struct name##__handle * > name;
#define DECLARE_POINTER_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name
#define FORWARD_DECLARE_HANDLE(name) typedef struct name##__ *name
#define DECLARE_DERIVED_POINTER_HANDLE( _name, _basehandle ) struct _name##__ : public _basehandle##__ {}; typedef struct _name##__ *_name
#define DECLARE_ALIASED_POINTER_HANDLE( _name, _alias ) typedef struct _alias##__ *name
#define ExecuteNTimes( nTimes, x ) \
{ \
static int __executeCount=0;\
if ( __executeCount < nTimes )\
{ \
++__executeCount; \
x; \
} \
}
#define ExecuteOnce( x ) ExecuteNTimes( 1, x )