//========= 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 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 &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 &variant_t::Entity(void) const { if (fieldType == FIELD_EHANDLE) return eVal; static CHandle hNull; hNull.Set(NULL); return (hNull); } #endif // VARIANT_T_H