123 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			3.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//========= 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 VARIANT_T_H
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#define VARIANT_T_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ehandle.h"
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#include "mathlib/vmatrix.h"
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class CBaseEntity;
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//
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// A variant class for passing data in entity input/output connections.
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//
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class variant_t
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{
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	union
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	{
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		bool bVal;
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		string_t iszVal;
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		int iVal;
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		float flVal;
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		float vecVal[3];
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		color32 rgbaVal;
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	};
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	CHandle<CBaseEntity> eVal; // this can't be in the union because it has a constructor.
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	fieldtype_t fieldType;
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public:
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	// constructor
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	variant_t() : fieldType(FIELD_VOID), iVal(0) {}
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	inline bool Bool( void ) const						{ return( fieldType == FIELD_BOOLEAN ) ? bVal : false; }
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	inline const char *String( void ) const				{ return( fieldType == FIELD_STRING ) ? STRING(iszVal) : ToString(); }
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	inline string_t StringID( void ) const				{ return( fieldType == FIELD_STRING ) ? iszVal : NULL_STRING; }
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	inline int Int( void ) const						{ return( fieldType == FIELD_INTEGER ) ? iVal : 0; }
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	inline float Float( void ) const					{ return( fieldType == FIELD_FLOAT ) ? flVal : 0; }
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	inline const CHandle<CBaseEntity> &Entity(void) const;
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	inline color32 Color32(void) const					{ return rgbaVal; }
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	inline void Vector3D(Vector &vec) const;
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	fieldtype_t FieldType( void ) { return fieldType; }
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	void SetBool( bool b ) { bVal = b; fieldType = FIELD_BOOLEAN; }
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	void SetString( string_t str ) { iszVal = str, fieldType = FIELD_STRING; }
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	void SetInt( int val ) { iVal = val, fieldType = FIELD_INTEGER; }
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	void SetFloat( float val ) { flVal = val, fieldType = FIELD_FLOAT; }
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	void SetEntity( CBaseEntity *val );
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	void SetVector3D( const Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_VECTOR; }
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	void SetPositionVector3D( const Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_POSITION_VECTOR; }
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	void SetColor32( color32 val ) { rgbaVal = val; fieldType = FIELD_COLOR32; }
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	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; }
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	void Set( fieldtype_t ftype, void *data );
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	void SetOther( void *data );
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	bool Convert( fieldtype_t newType );
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	static typedescription_t m_SaveBool[];
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	static typedescription_t m_SaveInt[];
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	static typedescription_t m_SaveFloat[];
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	static typedescription_t m_SaveEHandle[];
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	static typedescription_t m_SaveString[];
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	static typedescription_t m_SaveColor[];
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	static typedescription_t m_SaveVector[];
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	static typedescription_t m_SavePositionVector[];
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	static typedescription_t m_SaveVMatrix[];
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	static typedescription_t m_SaveVMatrixWorldspace[];
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	static typedescription_t m_SaveMatrix3x4Worldspace[];
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protected:
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	//
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	// Returns a string representation of the value without modifying the variant.
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	//
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	const char *ToString( void ) const;
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	friend class CVariantSaveDataOps;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Returns this variant as a vector.
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//-----------------------------------------------------------------------------
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inline void variant_t::Vector3D(Vector &vec) const
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{
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	if (( fieldType == FIELD_VECTOR ) || ( fieldType == FIELD_POSITION_VECTOR ))
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	{
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		vec[0] =  vecVal[0];
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		vec[1] =  vecVal[1];
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		vec[2] =  vecVal[2];
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	}
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	else
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	{
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		vec = vec3_origin;
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	}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns this variant as an EHANDLE.
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//-----------------------------------------------------------------------------
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inline const CHandle<CBaseEntity> &variant_t::Entity(void) const
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{
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	if ( fieldType == FIELD_EHANDLE )
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		return eVal;
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	static CHandle<CBaseEntity> hNull;
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	hNull.Set(NULL);
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	return(hNull);
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}
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#endif // VARIANT_T_H
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