This commit is contained in:
nephacks
2025-06-04 03:22:50 +02:00
parent f234f23848
commit f12416cffd
14243 changed files with 6446499 additions and 26 deletions

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public/fgdlib/fgdlib.h Normal file
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FGDLIB_H
#define FGDLIB_H
#ifdef _WIN32
#pragma once
#endif
#include "helperinfo.h"
#include "gamedata.h"
#include "gdclass.h"
#include "inputoutput.h"
#endif // FGDLIB_H

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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef GAMEDATA_H
#define GAMEDATA_H
#ifdef _WIN32
#pragma once
#endif
#include "tier2/tokenreader.h"
#include "gdclass.h"
#include "inputoutput.h"
#include "utlstring.h"
#include "utlvector.h"
#include "utlmap.h"
class MDkeyvalue;
class GameData;
class KeyValues;
//enum TEXTUREFORMAT;
typedef void (*GameDataMessageFunc_t)(int level, const char *fmt, ...);
// FGD-based AutoMaterialExclusion data
struct FGDMatExlcusions_s
{
char szDirectory[MAX_PATH]; // Where we store the material exclusion directories
bool bUserGenerated; // If the user specified this ( default: false -- FGD defined )
};
// FGD-based AutoVisGroup data
struct FGDVisGroupsBaseClass_s
{
char szClass[MAX_PATH]; // i.e. Scene Logic, Sounds, etc "Custom\Point Entities\Lights"
CUtlStringList szEntities; // i.e. func_viscluster
};
struct FGDAutoVisGroups_s
{
char szParent[MAX_PATH]; // i.e. Custom, SFM, etc
CUtlVector< FGDVisGroupsBaseClass_s > m_Classes; // i.e. Scene Logic, Sounds, etc
};
#define MAX_DIRECTORY_SIZE 32
//-----------------------------------------------------------------------------
// Purpose: Contains the set of data that is loaded from a single FGD file.
//-----------------------------------------------------------------------------
class GameData
{
public:
typedef enum
{
NAME_FIXUP_PREFIX = 0,
NAME_FIXUP_POSTFIX,
NAME_FIXUP_NONE
} TNameFixup;
GameData();
~GameData();
BOOL Load(const char *pszFilename);
GDclass *ClassForName(const char *pszName, int *piIndex = NULL);
void ClearData();
inline int GetMaxMapCoord(void);
inline int GetMinMapCoord(void);
inline bool IsGridNavActive(void);
inline int GetGridNavEdgeSize(void);
inline int GetGridNavOffsetX(void);
inline int GetGridNavOffsetY(void);
inline int GetTraceHeight(void);
inline int GetClassCount();
inline GDclass *GetClass(int nIndex);
void BeginInstancing( int nPass );
void BeginMapInstance( );
GDclass *BeginInstanceRemap( const char *pszClassName, const char *pszInstancePrefix, Vector &Origin, QAngle &Angle );
bool RemapKeyValue( const char *pszKey, const char *pszInValue, char *pszOutValue, TNameFixup NameFixup );
bool RemapNameField( const char *pszInValue, char *pszOutValue, TNameFixup NameFixup );
bool RemapInstanceField( const char *pszInValue, char *pszOutValue, TNameFixup NameFixup );
bool LoadFGDMaterialExclusions( TokenReader &tr );
bool LoadFGDAutoVisGroups( TokenReader &tr );
CUtlVector< FGDMatExlcusions_s > m_FGDMaterialExclusions;
CUtlVector< FGDAutoVisGroups_s > m_FGDAutoVisGroups;
private:
bool ParseMapSize(TokenReader &tr);
bool ParseGridNav(TokenReader &tr);
CUtlVector<GDclass *> m_Classes;
int m_nMinMapCoord; // Min & max map bounds as defined by the FGD.
int m_nMaxMapCoord;
// Grid nav data
bool m_bGridNavActive;
int m_nGridNavEdgeSize;
int m_nGridNavOffsetX;
int m_nGridNavOffsetY;
int m_nTraceHeight;
// Instance Remapping
int m_nRemapStage;
Vector m_InstanceOrigin; // the origin offset of the instance
QAngle m_InstanceAngle; // the rotation of the the instance
matrix3x4_t m_InstanceMat; // matrix of the origin and rotation of rendering
char m_InstancePrefix[ 128 ]; // the prefix used for the instance name remapping
GDclass *m_InstanceClass; // the entity class that is being remapped
int m_nNextNodeID;
CUtlMap< int, int > m_NodeRemap;
};
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline int GameData::GetClassCount()
{
return m_Classes.Count();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline GDclass *GameData::GetClass(int nIndex)
{
if (nIndex >= m_Classes.Count())
return NULL;
return m_Classes.Element(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetMinMapCoord(void)
{
return m_nMinMapCoord;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetMaxMapCoord(void)
{
return m_nMaxMapCoord;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool GameData::IsGridNavActive(void)
{
return m_bGridNavActive;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetGridNavEdgeSize(void)
{
return m_nGridNavEdgeSize;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetGridNavOffsetX(void)
{
return m_nGridNavOffsetX;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetGridNavOffsetY(void)
{
return m_nGridNavOffsetY;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int GameData::GetTraceHeight(void)
{
return m_nTraceHeight;
}
void GDSetMessageFunc(GameDataMessageFunc_t pFunc);
bool GDError(TokenReader &tr, char *error, ...);
bool GDSkipToken(TokenReader &tr, trtoken_t ttexpecting = TOKENNONE, const char *pszExpecting = NULL);
bool GDGetToken(TokenReader &tr, char *pszStore, int nSize, trtoken_t ttexpecting = TOKENNONE, const char *pszExpecting = NULL);
bool GDGetTokenDynamic(TokenReader &tr, char **pszStore, trtoken_t ttexpecting, const char *pszExpecting = NULL);
#endif // GAMEDATA_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the interface to a game class as defined by the game data
// file (FGD). Each class is type of entity that can be placed in
// the editor and has attributes such as: keys that may be set,
// the default size and color of the entity, inputs and outputs,
// and any default models that are created when the entity is placed.
//
// The game classes support multiple inheritence through aggregation
// of properties.
//
//=============================================================================//
#ifndef GDCLASS_H
#define GDCLASS_H
#ifdef _WIN32
#pragma once
#endif
#include "helperinfo.h"
#include "tier2/tokenreader.h"
#include "gdvar.h"
#include "inputoutput.h"
#include "mathlib/vector.h"
class CHelperInfo;
class GameData;
class GDinputvariable;
const int GD_MAX_VARIABLES = 128;
class GDclass
{
public:
GDclass(void);
~GDclass(void);
//
// Interface to class information:
//
inline const char *GetName(void) { return(m_szName); }
inline const char *GetDescription(void);
//
// Reading a class from the game data file:
//
BOOL InitFromTokens(TokenReader& tr, GameData*);
//
// Interface to variable information (keys):
//
inline int GetVariableCount(void) { return(m_nVariables); }
GDinputvariable *GetVariableAt(int iIndex);
void GetHelperForGDVar( GDinputvariable *pVar, CUtlVector<const char *> *helperName );
GDinputvariable *VarForName(const char *pszName, int *piIndex = NULL);
BOOL AddVariable(GDinputvariable *pVar, GDclass *pBase, int iBaseIndex, int iVarIndex);
void AddBase(GDclass *pBase);
//
// Interface to input information:
//
inline void AddInput(CClassInput *pInput);
CClassInput *FindInput(const char *szName);
inline int GetInputCount(void) { return(m_Inputs.Count()); }
CClassInput *GetInput(int nIndex);
//
// Interface to output information:
//
inline void AddOutput(CClassOutput *pOutput);
CClassOutput *FindOutput(const char *szName);
inline int GetOutputCount(void) { return(m_Outputs.Count()); }
CClassOutput *GetOutput(int nIndex);
GameData *Parent;
//
// Interface to class attributes:
//
inline bool IsClass(const char *pszClass);
inline bool IsSolidClass(void) { return(m_bSolid); }
inline bool IsBaseClass(void) { return(m_bBase); }
inline bool IsMoveClass(void) { return(m_bMove); }
inline bool IsKeyFrameClass(void) { return(m_bKeyFrame); }
inline bool IsPointClass(void) { return(m_bPoint); }
inline bool IsNPCClass(void) { return(m_bNPC); }
inline bool IsFilterClass(void) { return(m_bFilter); }
inline bool IsNodeClass(void);
static inline bool IsNodeClass(const char *pszClassName);
inline bool ShouldSnapToHalfGrid() { return m_bHalfGridSnap; }
inline void SetNPCClass(bool bNPC) { m_bNPC = bNPC; }
inline void SetFilterClass(bool bFilter) { m_bFilter = bFilter; }
inline void SetPointClass(bool bPoint) { m_bPoint = bPoint; }
inline void SetSolidClass(bool bSolid) { m_bSolid = bSolid; }
inline void SetBaseClass(bool bBase) { m_bBase = bBase; }
inline void SetMoveClass(bool bMove) { m_bMove = bMove; }
inline void SetKeyFrameClass(bool bKeyFrame) { m_bKeyFrame = bKeyFrame; }
inline const Vector &GetMins(void) { return(m_bmins); }
inline const Vector &GetMaxs(void) { return(m_bmaxs); }
BOOL GetBoundBox(Vector& pfMins, Vector& pfMaxs);
bool HasBoundBox() const { return m_bGotSize; }
inline color32 GetColor(void);
//
// Interface to helper information:
//
inline void AddHelper(CHelperInfo *pHelper);
inline int GetHelperCount(void) { return(m_Helpers.Count()); }
CHelperInfo *GetHelper(int nIndex);
protected:
//
// Parsing the game data file:
//
bool ParseInput(TokenReader &tr);
bool ParseInputOutput(TokenReader &tr, CClassInputOutputBase *pInputOutput);
bool ParseOutput(TokenReader &tr);
bool ParseVariable(TokenReader &tr);
private:
bool ParseBase(TokenReader &tr);
bool ParseColor(TokenReader &tr);
bool ParseHelper(TokenReader &tr, char *pszHelperName);
bool ParseSize(TokenReader &tr);
bool ParseSpecifiers(TokenReader &tr);
bool ParseVariables(TokenReader &tr);
color32 m_rgbColor; // Color of entity.
bool m_bBase; // Base only - not available to user.
bool m_bSolid; // Tied to solids only.
bool m_bModel; // Properties of a single model.
bool m_bMove; // Animatable
bool m_bKeyFrame; // Animation keyframe
bool m_bPoint; // Point class, not tied to solids.
bool m_bNPC; // NPC class - used for populating lists of NPC classes.
bool m_bFilter; // filter class - used for populating lists of filters.
bool m_bHalfGridSnap; // Snaps to a 1/2 grid so it can be centered on any geometry. Used for hinges, etc.
bool m_bGotSize; // Just for loading.
bool m_bGotColor;
char m_szName[MAX_IDENT]; // Name of this class.
char *m_pszDescription; // Description of this class, dynamically allocated.
CUtlVector<GDinputvariable *> m_Variables; // Variables for this class.
int m_nVariables; // Count of base & local variables combined.
CUtlVector<GDclass *> m_Bases; // List of base classes this class inherits from.
CClassInputList m_Inputs;
CClassOutputList m_Outputs;
CHelperInfoList m_Helpers; // Helpers for this class.
//
// [0] = base number from Bases, or -1 if not in a base.
// [1] = index into base's variables
//
signed short m_VariableMap[GD_MAX_VARIABLES][2];
Vector m_bmins; // 3D minima of object (pointclass).
Vector m_bmaxs; // 3D maxima of object (pointclass).
};
void GDclass::AddInput(CClassInput *pInput)
{
Assert(pInput != NULL);
if (pInput != NULL)
{
m_Inputs.AddToTail(pInput);
}
}
inline void GDclass::AddOutput(CClassOutput *pOutput)
{
Assert(pOutput != NULL);
if (pOutput != NULL)
{
m_Outputs.AddToTail(pOutput);
}
}
inline void GDclass::AddHelper(CHelperInfo *pHelper)
{
Assert(pHelper != NULL);
if (pHelper != NULL)
{
m_Helpers.AddToTail(pHelper);
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the render color of this entity class.
//-----------------------------------------------------------------------------
color32 GDclass::GetColor(void)
{
return m_rgbColor;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a description of this entity class, or the entity class name
// if no description exists.
//-----------------------------------------------------------------------------
const char *GDclass::GetDescription(void)
{
if (m_pszDescription == NULL)
{
return(m_szName);
}
return(m_pszDescription);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszClass -
//-----------------------------------------------------------------------------
bool GDclass::IsClass(const char *pszClass)
{
Assert(pszClass != NULL);
return(!stricmp(pszClass, m_szName));
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the given classname represents an AI node class, false if not.
//-----------------------------------------------------------------------------
bool GDclass::IsNodeClass(const char *pszClassName)
{
return((strnicmp(pszClassName, "info_node", 9) == 0) && (stricmp(pszClassName, "info_node_link") != 0));
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if this is an AI node class, false if not.
//
// HACK: if this is necessary, we should have a new @NodeClass FGD specifier (or something)
//-----------------------------------------------------------------------------
bool GDclass::IsNodeClass(void)
{
return(IsNodeClass(m_szName));
}
#endif // GDCLASS_H

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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GDVAR_H
#define GDVAR_H
#pragma once
#include <utlvector.h>
#include <tier2/tokenreader.h> // dvs: for MAX_STRING. Fix.
class MDkeyvalue;
enum GDIV_TYPE
{
ivBadType = -1,
ivAngle,
ivTargetDest,
ivTargetNameOrClass,
ivTargetSrc,
ivInteger,
ivString,
ivStringInstanced,
ivChoices,
ivFlags,
ivDecal,
ivColor255, // components are 0-255
ivColor1, // components are 0-1
ivStudioModel,
ivSprite,
ivSound,
ivVector,
ivNPCClass,
ivFilterClass,
ivFloat,
ivMaterial,
ivScene,
ivSide, // One brush face ID.
ivSideList, // One or more brush face IDs, space delimited.
ivOrigin, // The origin of an entity, in the form "x y z".
ivVecLine, // An origin that draws a line back to the parent entity.
ivAxis, // The axis of rotation for a rotating entity, in the form "x0 y0 z0, x1 y1 z1".
ivPointEntityClass,
ivNodeDest,
ivScript,
ivScriptList,
ivParticleSystem,
ivInstanceFile, // used for hammer to know this field should display a browse button to find map files
ivAngleNegativePitch, // used for instance rotating when just a negative pitch value is present ( light_ pitch fields )
ivInstanceVariable, // used for instance variables for easy hammer editing
ivInstanceParm, // used for instance parameter declaration
ivBoolean,
ivNodeID, // used for instance node id remapping
ivMax // count of types
};
//-----------------------------------------------------------------------------
// Defines an element in a choices/flags list. Choices values are strings;
// flags values are integers, hence the iValue and szValue members.
//-----------------------------------------------------------------------------
typedef struct
{
unsigned long iValue; // Bitflag value for ivFlags
char szValue[MAX_STRING]; // String value for ivChoices
char szCaption[MAX_STRING]; // Name of this choice
BOOL bDefault; // Flag set by default?
} GDIVITEM;
class GDinputvariable
{
public:
GDinputvariable();
GDinputvariable( const char *szType, const char *szName );
~GDinputvariable();
BOOL InitFromTokens(TokenReader& tr);
// functions:
inline const char *GetName() { return m_szName; }
inline const char *GetLongName(void) { return m_szLongName; }
inline const char *GetDescription(void);
inline int GetFlagCount() { return m_Items.Count(); }
inline int GetFlagMask(int nFlag);
inline const char *GetFlagCaption(int nFlag);
inline int GetChoiceCount() { return m_Items.Count(); }
inline const char *GetChoiceCaption(int nChoice);
inline GDIV_TYPE GetType() { return m_eType; }
const char *GetTypeText(void);
inline void GetDefault(int *pnStore)
{
pnStore[0] = m_nDefault;
}
inline void GetDefault(char *pszStore)
{
strcpy(pszStore, m_szDefault);
}
GDIV_TYPE GetTypeFromToken(const char *pszToken);
trtoken_t GetStoreAsFromType(GDIV_TYPE eType);
const char *ItemStringForValue(const char *szValue);
const char *ItemValueForString(const char *szString);
BOOL IsFlagSet(unsigned int);
void SetFlag(unsigned int, BOOL bSet);
void ResetDefaults();
void ToKeyValue(MDkeyvalue* pkv);
void FromKeyValue(MDkeyvalue* pkv);
inline bool IsReportable(void);
inline bool IsReadOnly(void);
GDinputvariable &operator =(GDinputvariable &Other);
void Merge(GDinputvariable &Other);
static const char *GetVarTypeName( GDIV_TYPE eType );
private:
// for choices/flags:
CUtlVector<GDIVITEM> m_Items;
static char *m_pszEmpty;
char m_szName[MAX_IDENT];
char m_szLongName[MAX_STRING];
char *m_pszDescription;
GDIV_TYPE m_eType;
int m_nDefault;
char m_szDefault[MAX_STRING];
int m_nValue;
char m_szValue[MAX_STRING];
bool m_bReportable;
bool m_bReadOnly;
friend class GDclass;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *GDinputvariable::GetDescription(void)
{
if (m_pszDescription != NULL)
{
return(m_pszDescription);
}
return(m_pszEmpty);
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not this variable is read only. Read only variables
// cannot be edited in the Entity Properties dialog.
//-----------------------------------------------------------------------------
bool GDinputvariable::IsReadOnly(void)
{
return(m_bReadOnly);
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether or not this variable should be displayed in the Entity
// Report dialog.
//-----------------------------------------------------------------------------
bool GDinputvariable::IsReportable(void)
{
return(m_bReportable);
}
//-----------------------------------------------------------------------------
// Returns the flag mask (eg 4096) for the flag at the given index. The
// array is packed, so it isn't just 1 >> nFlag.
//-----------------------------------------------------------------------------
int GDinputvariable::GetFlagMask(int nFlag)
{
Assert(m_eType == ivFlags);
return m_Items.Element(nFlag).iValue;
}
//-----------------------------------------------------------------------------
// Returns the caption text (eg "Only break on trigger") for the flag at the given index.
//-----------------------------------------------------------------------------
const char *GDinputvariable::GetFlagCaption(int nFlag)
{
Assert(m_eType == ivFlags);
return m_Items.Element(nFlag).szCaption;
}
//-----------------------------------------------------------------------------
// Returns the caption text (eg "Yes") for the choice at the given index.
//-----------------------------------------------------------------------------
const char *GDinputvariable::GetChoiceCaption(int nChoice)
{
Assert(m_eType == ivChoices);
return m_Items.Element(nChoice).szCaption;
}
#endif // GDVAR_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
//
//=============================================================================
#ifndef HELPERINFO_H
#define HELPERINFO_H
#pragma once
#include <tier0/dbg.h>
#include <utlvector.h>
#define MAX_HELPER_NAME_LEN 256
typedef CUtlVector<char *> CParameterList;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHelperInfo
{
public:
inline CHelperInfo(void);
inline ~CHelperInfo(void);
inline const char *GetName(void) const { return(m_szName); }
inline void SetName(const char *pszName);
inline bool AddParameter(const char *pszParameter);
inline int GetParameterCount(void) const { return(m_Parameters.Count()); }
inline const char *GetParameter(int nIndex) const;
protected:
char m_szName[MAX_HELPER_NAME_LEN];
CParameterList m_Parameters;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline CHelperInfo::CHelperInfo(void)
{
m_szName[0] = '\0';
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline CHelperInfo::~CHelperInfo(void)
{
int nCount = m_Parameters.Count();
for (int i = 0; i < nCount; i++)
{
char *pszParam = m_Parameters.Element(i);
Assert(pszParam != NULL);
if (pszParam != NULL)
{
delete [] pszParam;
}
}
m_Parameters.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : char *pszParameter -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
inline bool CHelperInfo::AddParameter(const char *pszParameter)
{
if ((pszParameter != NULL) && (pszParameter[0] != '\0'))
{
int nLen = strlen(pszParameter);
if (nLen > 0)
{
char *pszNew = new char [nLen + 1];
if (pszNew != NULL)
{
strcpy(pszNew, pszParameter);
m_Parameters.AddToTail(pszNew);
return(true);
}
}
}
return(false);
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
inline const char *CHelperInfo::GetParameter(int nIndex) const
{
if (nIndex >= m_Parameters.Count())
return NULL;
return m_Parameters.Element(nIndex);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : char *pszName -
//-----------------------------------------------------------------------------
inline void CHelperInfo::SetName(const char *pszName)
{
if (pszName != NULL)
{
strcpy(m_szName, pszName);
}
}
typedef CUtlVector<CHelperInfo *> CHelperInfoList;
#endif // HELPERINFO_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ====
//
// Purpose: Defines the interface a given texture for the 3D renderer. Current
// implementations are for world textures (WADTexture.cpp) and sprite
// textures (Texture.cpp).
//
//=============================================================================
#ifndef IEDITORTEXTURE_H
#define IEDITORTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include <utlvector.h>
class CDC;
class CPalette;
class IMaterial;
// FGDLIB:
#define DEFAULT_TEXTURE_SCALE 0.25
#define DEFAULT_LIGHTMAP_SCALE 16
//
// Set your texture ID to this in your implementation's constructor.
//
#define TEXTURE_ID_NONE -1
//
// Texture formats. hack: MUST correlate with radio buttons in IDD_OPTIONS_CONFIGS.
//
enum TEXTUREFORMAT
{
tfNone = -1,
tfWAD = 0,
tfWAL = 1,
tfWAD3 = 2,
tfWAD4 = 3,
tfWAD5 = 4,
tfVMT = 5,
tfSprite = 6 // dvs: not sure if I want to do it this way
};
//
// Flags for DrawTexData_t.
//
#define drawCaption 0x01
#define drawResizeAlways 0x02
#define drawIcons 0x04
#define drawErrors 0x08
#define drawUsageCount 0x10
struct DrawTexData_t
{
int nFlags;
int nUsageCount;
};
class IEditorTexture
{
public:
virtual ~IEditorTexture(void)
{
}
//
// dvs: remove one of these
//
virtual int GetImageWidth( void ) const = 0;
virtual int GetImageHeight( void ) const = 0;
virtual int GetWidth( void ) const = 0;
virtual int GetHeight( void ) const = 0;
virtual float GetDecalScale( void ) const = 0;
//
// dvs: Try to remove as many of these as possible:
//
virtual const char *GetName( void ) const = 0;
virtual int GetShortName( char *szShortName ) const = 0;
virtual int GetKeywords( char *szKeywords ) const = 0;
// FGDLIB:
//virtual void Draw(CDC *pDC, RECT &rect, int iFontHeight, int iIconHeight, DrawTexData_t &DrawTexData) = 0;
virtual TEXTUREFORMAT GetTextureFormat( void ) const = 0;
virtual int GetSurfaceAttributes( void ) const = 0;
virtual int GetSurfaceContents(void ) const = 0;
virtual int GetSurfaceValue( void ) const = 0;
virtual CPalette *GetPalette( void ) const = 0;
virtual bool HasData( void ) const = 0;
virtual bool HasPalette( void ) const = 0;
virtual bool Load( void ) = 0; // ensure that texture is loaded. could this be done internally?
virtual void Reload( void ) = 0; // The texture changed
virtual bool IsLoaded( void ) const = 0;
virtual const char *GetFileName( void ) const = 0;
virtual bool IsWater( void ) const = 0;
//-----------------------------------------------------------------------------
// Purpose:
// Input : pData -
// Output :
//-----------------------------------------------------------------------------
virtual int GetImageDataRGB( void *pData = NULL ) = 0;
//-----------------------------------------------------------------------------
// Purpose:
// Input : pData -
// Output :
//-----------------------------------------------------------------------------
virtual int GetImageDataRGBA( void *pData = NULL ) = 0;
//-----------------------------------------------------------------------------
// Purpose: Returns true if this texture has an alpha component, false if not.
//-----------------------------------------------------------------------------
virtual bool HasAlpha( void ) const = 0;
//-----------------------------------------------------------------------------
// Purpose: Returns whether this texture is a dummy texture or not. Dummy textures
// serve as placeholders for textures that were found in the map, but
// not in the WAD (or the materials tree). The dummy texture enables us
// to bind the texture, find it by name, etc.
//-----------------------------------------------------------------------------
virtual bool IsDummy( void ) const = 0; // dvs: perhaps not the best name?
//-----------------------------------------------------------------------------
// Purpose: Returns the unique texture ID for this texture object. The texture ID
// identifies the texture object across all renderers, and is assigned
// by the first renderer that actually binds the texture thru BindTexture.
//
// Only the renderer ever needs to call SetTextureID.
//-----------------------------------------------------------------------------
virtual int GetTextureID( void ) const = 0;
//-----------------------------------------------------------------------------
// Purpose: Sets the unique texture ID for this texture object. The texture ID
// identifies the texture object across all renderers, and is assigned
// by the first renderer that actually binds the texture thru BindTexture.
//
// Only the renderer should ever call SetTextureID!
//-----------------------------------------------------------------------------
virtual void SetTextureID( int nTextureID ) = 0;
//-----------------------------------------------------------------------------
// Returns the material system material associated with a texture
//-----------------------------------------------------------------------------
virtual IMaterial* GetMaterial() { return 0; }
};
typedef CUtlVector<IEditorTexture *> EditorTextureList_t;
#endif // IEDITORTEXTURE_H

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//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ====
//
//=============================================================================
#ifndef INPUTOUTPUT_H
#define INPUTOUTPUT_H
#ifdef _WIN32
#pragma once
#endif
#include <utlvector.h>
#include "entitydefs.h"
enum InputOutputType_t
{
iotInvalid = -1,
iotVoid,
iotInt,
iotBool,
iotString,
iotFloat,
iotVector,
iotEHandle,
iotColor,
iotScript,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CClassInputOutputBase
{
public:
CClassInputOutputBase(void);
CClassInputOutputBase(const char *pszName, InputOutputType_t eType);
virtual ~CClassInputOutputBase(void);
inline const char *GetName(void) { return(m_szName); }
InputOutputType_t GetType(void) { return(m_eType); }
const char *GetTypeText(void);
inline const char *GetDescription(void);
inline void SetName(const char *szName) { strcpy(m_szName, szName); }
inline void SetType(InputOutputType_t eType) { m_eType = eType; }
InputOutputType_t SetType(const char *szType);
inline void SetDescription(char *pszDescription) { m_pszDescription = pszDescription; }
CClassInputOutputBase &operator =(CClassInputOutputBase &);
protected:
static char *g_pszEmpty;
char m_szName[MAX_IO_NAME_LEN];
InputOutputType_t m_eType;
char *m_pszDescription;
};
//-----------------------------------------------------------------------------
// Purpose: Returns this I/O's long description.
//-----------------------------------------------------------------------------
const char *CClassInputOutputBase::GetDescription(void)
{
if (m_pszDescription != NULL)
{
return(m_pszDescription);
}
return(g_pszEmpty);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CClassInput : public CClassInputOutputBase
{
public:
CClassInput(void);
CClassInput(const char *pszName, InputOutputType_t eType);
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CClassOutput : public CClassInputOutputBase
{
public:
CClassOutput(void);
CClassOutput(const char *pszName, InputOutputType_t eType);
};
typedef CUtlVector<CClassInput *> CClassInputList;
typedef CUtlVector<CClassOutput *> CClassOutputList;
#endif // INPUTOUTPUT_H

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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WCKEYVALUES_H
#define WCKEYVALUES_H
#pragma once
#include <tier0/dbg.h>
#include <utlvector.h>
#include <utldict.h>
#pragma warning(push, 1)
#pragma warning(disable:4701 4702 4530)
#include <fstream>
#pragma warning(pop)
#define KEYVALUE_MAX_KEY_LENGTH 80
#define KEYVALUE_MAX_VALUE_LENGTH 512
class MDkeyvalue
{
public:
//
// Constructors/Destructor.
//
inline MDkeyvalue(void);
inline MDkeyvalue(const char *pszKey, const char *pszValue);
~MDkeyvalue(void);
MDkeyvalue &operator =(const MDkeyvalue &other);
inline void Set(const char *pszKey, const char *pszValue);
inline const char *Key(void) const;
inline const char *Value(void) const;
//
// Serialization functions.
//
int SerializeRMF(std::fstream &f, BOOL bRMF);
int SerializeMAP(std::fstream &f, BOOL bRMF);
char szKey[KEYVALUE_MAX_KEY_LENGTH]; // The name of this key.
char szValue[KEYVALUE_MAX_VALUE_LENGTH]; // The value of this key, stored as a string.
};
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
MDkeyvalue::MDkeyvalue(void)
{
szKey[0] = '\0';
szValue[0] = '\0';
}
//-----------------------------------------------------------------------------
// Purpose: Constructor with assignment.
//-----------------------------------------------------------------------------
MDkeyvalue::MDkeyvalue(const char *pszKey, const char *pszValue)
{
szKey[0] = '\0';
szValue[0] = '\0';
Set(pszKey, pszValue);
}
//-----------------------------------------------------------------------------
// Purpose: Assigns a key and value.
//-----------------------------------------------------------------------------
void MDkeyvalue::Set(const char *pszKey, const char *pszValue)
{
Assert(pszKey);
Assert(pszValue);
strcpy(szKey, pszKey);
strcpy(szValue, pszValue);
}
//-----------------------------------------------------------------------------
// Purpose: Returns the string keyname.
//-----------------------------------------------------------------------------
const char *MDkeyvalue::Key(void) const
{
return szKey;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the string value of this keyvalue.
//-----------------------------------------------------------------------------
const char *MDkeyvalue::Value(void) const
{
return szValue;
}
typedef CUtlVector<MDkeyvalue> KeyValueArray;
// Used in cases where there can be duplicate key names.
class WCKVBase_Vector
{
public:
// Iteration helpers.
inline int GetCount() const { return m_KeyValues.Count(); }
inline int GetFirst() const { return m_KeyValues.Count() - 1; }
inline int GetNext( int i ) const { return i - 1; }
static inline int GetInvalidIndex() { return -1; }
void RemoveKeyAt(int nIndex);
int FindByKeyName( const char *pKeyName ) const; // Returns the same value as GetInvalidIndex if not found.
// Special function used for non-unique keyvalue lists.
void AddKeyValue(const char *pszKey, const char *pszValue);
protected:
void InsertKeyValue( const MDkeyvalue &kv );
protected:
CUtlVector<MDkeyvalue> m_KeyValues;
};
// Used for most key/value sets because it's fast. Does not allow duplicate key names.
class WCKVBase_Dict
{
public:
// Iteration helpers. Note that there is no GetCount() because you can't iterate
// these by incrementing a counter.
inline int GetFirst() const { return m_KeyValues.First(); }
inline int GetNext( int i ) const { return m_KeyValues.Next( i ); }
static inline int GetInvalidIndex() { return CUtlDict<MDkeyvalue,unsigned short>::InvalidIndex(); }
int FindByKeyName( const char *pKeyName ) const; // Returns the same value as GetInvalidIndex if not found.
void RemoveKeyAt(int nIndex);
protected:
void InsertKeyValue( const MDkeyvalue &kv );
protected:
CUtlDict<MDkeyvalue,unsigned short> m_KeyValues;
};
// See below for typedefs of this class you can use.
template<class Base>
class WCKeyValuesT : public Base
{
public:
WCKeyValuesT(void);
~WCKeyValuesT(void);
void RemoveAll(void);
void RemoveKey(const char *pszKey);
void SetValue(const char *pszKey, const char *pszValue);
void SetValue(const char *pszKey, int iValue);
const char *GetKey(int nIndex) const;
MDkeyvalue &GetKeyValue(int nIndex);
const MDkeyvalue& GetKeyValue(int nIndex) const;
const char *GetValue(int nIndex) const;
const char *GetValue(const char *pszKey, int *piIndex = NULL) const;
};
// These have explicit template instantiations so you can use them.
typedef WCKeyValuesT<WCKVBase_Dict> WCKeyValues;
typedef WCKeyValuesT<WCKVBase_Vector> WCKeyValuesVector;
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
//-----------------------------------------------------------------------------
template<class Base>
inline const char *WCKeyValuesT<Base>::GetKey(int nIndex) const
{
return(this->m_KeyValues.Element(nIndex).szKey);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
// Output : MDKeyValue
//-----------------------------------------------------------------------------
template<class Base>
inline MDkeyvalue &WCKeyValuesT<Base>::GetKeyValue(int nIndex)
{
return(this->m_KeyValues.Element(nIndex));
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
// Output : MDkeyvalue
//-----------------------------------------------------------------------------
template<class Base>
inline const MDkeyvalue& WCKeyValuesT<Base>::GetKeyValue(int nIndex) const
{
return(this->m_KeyValues.Element(nIndex));
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIndex -
//-----------------------------------------------------------------------------
template<class Base>
inline const char *WCKeyValuesT<Base>::GetValue(int nIndex) const
{
return(this->m_KeyValues.Element(nIndex).szValue);
}
void StripEdgeWhiteSpace(char *psz);
#endif // WCKEYVALUES_H