This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

143 lines
4.2 KiB
C++

//========= 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