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game/client/cstrike15/gameui/gameui_util.h
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178
game/client/cstrike15/gameui/gameui_util.h
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef GAMEUI_UTIL_H
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#define GAMEUI_UTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Set by the player who "owns" the gameui/settings/etc.
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void SetGameUIActiveSplitScreenPlayerSlot( int nSlot );
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int GetGameUIActiveSplitScreenPlayerSlot();
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#include "tier1/convar.h"
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void GameUI_MakeSafeName( const char *oldName, char *newName, int newNameBufSize );
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//-----------------------------------------------------------------------------
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// Useful for game ui since game ui has a single active "splitscreen" owner and since
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// it can gracefully handle non-FCVAR_SS vars without code changes required.
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//-----------------------------------------------------------------------------
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class CGameUIConVarRef
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{
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public:
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explicit CGameUIConVarRef( const char *pName );
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CGameUIConVarRef( const char *pName, bool bIgnoreMissing );
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explicit CGameUIConVarRef( IConVar *pConVar );
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void Init( const char *pName, bool bIgnoreMissing );
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bool IsValid() const;
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bool IsFlagSet( int nFlags ) const;
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// Get/Set value
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float GetFloat( int iSlot = -1 ) const;
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int GetInt( int iSlot = -1 ) const;
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float GetMin( int iSlot = -1 ) const;
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float GetMax( int iSlot = -1 ) const;
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bool GetBool( int iSlot = -1 ) const { return !!GetInt(); }
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const char *GetString( int iSlot = -1 ) const;
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void SetValue( const char *pValue, int iSlot = -1 );
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void SetValue( float flValue, int iSlot = -1 );
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void SetValue( int nValue, int iSlot = -1 );
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void SetValue( bool bValue, int iSlot = -1 );
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const char *GetName( int iSlot = -1 ) const;
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const char *GetDefault() const;
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const char *GetBaseName() const;
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protected:
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int GetActiveSplitScreenPlayerSlot() const;
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private:
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struct cv_t
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{
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IConVar *m_pConVar;
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ConVar *m_pConVarState;
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};
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cv_t m_Info[ MAX_SPLITSCREEN_CLIENTS ];
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};
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// In GAMUI we should never use the regular ConVarRef
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#define ConVarRef CGameUIConVarRef
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FORCEINLINE int CGameUIConVarRef::GetActiveSplitScreenPlayerSlot() const
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{
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return GetGameUIActiveSplitScreenPlayerSlot();
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}
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//-----------------------------------------------------------------------------
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// Did we find an existing convar of that name?
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//-----------------------------------------------------------------------------
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FORCEINLINE bool CGameUIConVarRef::IsFlagSet( int nFlags ) const
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{
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return ( m_Info[ 0 ].m_pConVar->IsFlagSet( nFlags ) != 0 );
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}
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FORCEINLINE const char *CGameUIConVarRef::GetName( int iSlot ) const
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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return m_Info[ nSlot ].m_pConVar->GetName();
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}
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FORCEINLINE const char *CGameUIConVarRef::GetBaseName() const
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{
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return m_Info[ 0 ].m_pConVar->GetBaseName();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return ConVar value as a float
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//-----------------------------------------------------------------------------
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FORCEINLINE float CGameUIConVarRef::GetFloat( int iSlot ) const
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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return m_Info[ nSlot ].m_pConVarState->GetFloat();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return ConVar value as an int
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//-----------------------------------------------------------------------------
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FORCEINLINE int CGameUIConVarRef::GetInt( int iSlot ) const
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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return m_Info[ nSlot ].m_pConVarState->GetInt();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return ConVar value as a string, return "" for bogus string pointer, etc.
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//-----------------------------------------------------------------------------
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FORCEINLINE const char *CGameUIConVarRef::GetString( int iSlot ) const
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{
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Assert( !IsFlagSet( FCVAR_NEVER_AS_STRING ) );
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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return m_Info[ nSlot ].m_pConVarState->GetString();
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}
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FORCEINLINE_CVAR float CGameUIConVarRef::GetMax( int iSlot ) const
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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return m_Info[ nSlot ].m_pConVarState->GetMaxValue();
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}
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// [jbright] - Convenience function for retrieving the min value of the convar
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FORCEINLINE_CVAR float CGameUIConVarRef::GetMin( int iSlot ) const
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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return m_Info[ nSlot ].m_pConVarState->GetMinValue();
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}
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FORCEINLINE void CGameUIConVarRef::SetValue( const char *pValue, int iSlot )
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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m_Info[ nSlot ].m_pConVar->SetValue( pValue );
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}
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FORCEINLINE void CGameUIConVarRef::SetValue( float flValue, int iSlot )
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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m_Info[ nSlot ].m_pConVar->SetValue( flValue );
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}
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FORCEINLINE void CGameUIConVarRef::SetValue( int nValue, int iSlot )
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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m_Info[ nSlot ].m_pConVar->SetValue( nValue );
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}
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FORCEINLINE void CGameUIConVarRef::SetValue( bool bValue, int iSlot )
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{
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int nSlot = iSlot == -1 ? GetActiveSplitScreenPlayerSlot() : iSlot;
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m_Info[ nSlot ].m_pConVar->SetValue( bValue ? 1 : 0 );
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}
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FORCEINLINE const char *CGameUIConVarRef::GetDefault() const
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{
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return m_Info[ 0 ].m_pConVarState->GetDefault();
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}
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//-----------------------------------------------------------------------------
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class CGameUiSetActiveSplitScreenPlayerGuard
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{
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public:
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explicit CGameUiSetActiveSplitScreenPlayerGuard( int slot );
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~CGameUiSetActiveSplitScreenPlayerGuard();
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private:
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int m_nSaveSlot;
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};
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#define GAMEUI_ACTIVE_SPLITSCREEN_PLAYER_GUARD( slot ) CGameUiSetActiveSplitScreenPlayerGuard g_UISSGuard( slot );
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#endif // GAMEUI_UTIL_H
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