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//========= Copyright 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 GDVAR_H
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#define GDVAR_H
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#pragma once
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#include <utlvector.h>
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#include <TokenReader.h> // dvs: for MAX_STRING. Fix.
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class MDkeyvalue;
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enum GDIV_TYPE
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{
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ivBadType = -1,
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ivAngle,
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ivTargetDest,
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ivTargetNameOrClass,
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ivTargetSrc,
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ivInteger,
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ivString,
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ivChoices,
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ivFlags,
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ivDecal,
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ivColor255, // components are 0-255
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ivColor1, // components are 0-1
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ivStudioModel,
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ivSprite,
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ivSound,
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ivVector,
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ivNPCClass,
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ivFilterClass,
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ivFloat,
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ivMaterial,
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ivScene,
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ivSide, // One brush face ID.
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ivSideList, // One or more brush face IDs, space delimited.
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ivOrigin, // The origin of an entity, in the form "x y z".
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ivVecLine, // An origin that draws a line back to the parent entity.
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ivAxis, // The axis of rotation for a rotating entity, in the form "x0 y0 z0, x1 y1 z1".
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ivPointEntityClass,
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ivNodeDest,
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ivInstanceFile, // used for hammer to know this field should display a browse button to find map files
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ivAngleNegativePitch, // used for instance rotating when just a pitch value is present
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ivInstanceVariable, // used for instance variables for easy hammer editing
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ivInstanceParm, // used for instance parameter declaration
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ivMax // count of types
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};
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//-----------------------------------------------------------------------------
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// Defines an element in a choices/flags list. Choices values are strings;
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// flags values are integers, hence the iValue and szValue members.
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//-----------------------------------------------------------------------------
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typedef struct
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{
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unsigned long iValue; // Bitflag value for ivFlags
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char szValue[MAX_STRING]; // String value for ivChoices
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char szCaption[MAX_STRING]; // Name of this choice
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BOOL bDefault; // Flag set by default?
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} GDIVITEM;
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class GDinputvariable
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{
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public:
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GDinputvariable();
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GDinputvariable( const char *szType, const char *szName );
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~GDinputvariable();
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BOOL InitFromTokens(TokenReader& tr);
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// functions:
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inline const char *GetName() { return m_szName; }
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inline const char *GetLongName(void) { return m_szLongName; }
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inline const char *GetDescription(void);
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inline int GetFlagCount() { return m_Items.Count(); }
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inline int GetFlagMask(int nFlag);
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inline const char *GetFlagCaption(int nFlag);
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inline int GetChoiceCount() { return m_Items.Count(); }
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inline const char *GetChoiceCaption(int nChoice);
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inline GDIV_TYPE GetType() { return m_eType; }
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const char *GetTypeText(void);
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inline void GetDefault(int *pnStore)
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{
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pnStore[0] = m_nDefault;
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}
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inline void GetDefault(char *pszStore)
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{
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strcpy(pszStore, m_szDefault);
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}
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GDIV_TYPE GetTypeFromToken(const char *pszToken);
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trtoken_t GetStoreAsFromType(GDIV_TYPE eType);
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const char *ItemStringForValue(const char *szValue);
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const char *ItemValueForString(const char *szString);
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BOOL IsFlagSet(unsigned int);
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void SetFlag(unsigned int, BOOL bSet);
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void ResetDefaults();
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void ToKeyValue(MDkeyvalue* pkv);
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void FromKeyValue(MDkeyvalue* pkv);
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inline bool IsReportable(void);
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inline bool IsReadOnly(void);
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GDinputvariable &operator =(GDinputvariable &Other);
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void Merge(GDinputvariable &Other);
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static const char *GetVarTypeName( GDIV_TYPE eType );
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private:
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// for choices/flags:
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CUtlVector<GDIVITEM> m_Items;
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static char *m_pszEmpty;
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char m_szName[MAX_IDENT];
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char m_szLongName[MAX_STRING];
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char *m_pszDescription;
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GDIV_TYPE m_eType;
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int m_nDefault;
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char m_szDefault[MAX_STRING];
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int m_nValue;
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char m_szValue[MAX_STRING];
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bool m_bReportable;
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bool m_bReadOnly;
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friend class GDclass;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char *GDinputvariable::GetDescription(void)
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{
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if (m_pszDescription != NULL)
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{
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return(m_pszDescription);
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}
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return(m_pszEmpty);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether or not this variable is read only. Read only variables
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// cannot be edited in the Entity Properties dialog.
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//-----------------------------------------------------------------------------
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bool GDinputvariable::IsReadOnly(void)
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{
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return(m_bReadOnly);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns whether or not this variable should be displayed in the Entity
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// Report dialog.
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//-----------------------------------------------------------------------------
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bool GDinputvariable::IsReportable(void)
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{
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return(m_bReportable);
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}
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//-----------------------------------------------------------------------------
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// Returns the flag mask (eg 4096) for the flag at the given index. The
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// array is packed, so it isn't just 1 >> nFlag.
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//-----------------------------------------------------------------------------
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int GDinputvariable::GetFlagMask(int nFlag)
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{
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Assert(m_eType == ivFlags);
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return m_Items.Element(nFlag).iValue;
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}
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//-----------------------------------------------------------------------------
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// Returns the caption text (eg "Only break on trigger") for the flag at the given index.
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//-----------------------------------------------------------------------------
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const char *GDinputvariable::GetFlagCaption(int nFlag)
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{
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Assert(m_eType == ivFlags);
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return m_Items.Element(nFlag).szCaption;
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}
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//-----------------------------------------------------------------------------
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// Returns the caption text (eg "Yes") for the choice at the given index.
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//-----------------------------------------------------------------------------
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const char *GDinputvariable::GetChoiceCaption(int nChoice)
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{
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Assert(m_eType == ivChoices);
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return m_Items.Element(nChoice).szCaption;
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}
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#endif // GDVAR_H
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