mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
128 lines
4.6 KiB
C++
128 lines
4.6 KiB
C++
//====== Copyright <20> 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<CBaseEntity> &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<CBaseEntity> 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<CBaseEntity> &variant_t::Entity( void ) const
|
||
{
|
||
if ( fieldType == FIELD_EHANDLE )
|
||
return eVal;
|
||
|
||
static const CHandle<CBaseEntity> hNull( INVALID_EHANDLE );
|
||
return( hNull );
|
||
}
|
||
|
||
#endif // VARIANT_T_H
|