source-engine/game/server/variant_t.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VARIANT_T_H
#define VARIANT_T_H
#ifdef _WIN32
#pragma once
#endif
#include "ehandle.h"
#include "mathlib/vmatrix.h"
class CBaseEntity;
//
// A variant class for passing data in entity input/output connections.
//
class variant_t
{
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;
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(Vector &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 Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_VECTOR; }
void SetPositionVector3D( const Vector &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 = r; rgbaVal.g = g; rgbaVal.b = b; rgbaVal.a = a; fieldType = FIELD_COLOR32; }
void Set( fieldtype_t ftype, void *data );
void SetOther( void *data );
bool Convert( fieldtype_t newType );
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;
};
//-----------------------------------------------------------------------------
// Purpose: Returns this variant as a vector.
//-----------------------------------------------------------------------------
inline void variant_t::Vector3D(Vector &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 CHandle<CBaseEntity> hNull;
hNull.Set(NULL);
return(hNull);
}
#endif // VARIANT_T_H