1
0
Fork 0
forked from id/quake
sdlqw/WinQuake/cvar.h
1999-12-21 00:00:00 +00:00

97 lines
3.4 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cvar.h
/*
cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly
in C code.
it is sufficient to initialize a cvar_t with just the first two fields, or
you can add a ,true flag for variables that you want saved to the configuration
file when the game is quit:
cvar_t r_draworder = {"r_draworder","1"};
cvar_t scr_screensize = {"screensize","1",true};
Cvars must be registered before use, or they will have a 0 value instead of the float interpretation of the string. Generally, all cvar_t declarations should be registered in the apropriate init function before any console commands are executed:
Cvar_RegisterVariable (&host_framerate);
C code usually just references a cvar in place:
if ( r_draworder.value )
It could optionally ask for the value to be looked up for a string name:
if (Cvar_VariableValue ("r_draworder"))
Interpreted prog code can access cvars with the cvar(name) or
cvar_set (name, value) internal functions:
teamplay = cvar("teamplay");
cvar_set ("registered", "1");
The user can access cvars from the console in two ways:
r_draworder prints the current value
r_draworder 0 sets the current value to 0
Cvars are restricted from having the same names as commands to keep this
interface from being ambiguous.
*/
typedef struct cvar_s
{
char *name;
char *string;
qboolean archive; // set to true to cause it to be saved to vars.rc
qboolean server; // notifies players when changed
float value;
struct cvar_s *next;
} cvar_t;
void Cvar_RegisterVariable (cvar_t *variable);
// registers a cvar that allready has the name, string, and optionally the
// archive elements set.
void Cvar_Set (char *var_name, char *value);
// equivelant to "<name> <variable>" typed at the console
void Cvar_SetValue (char *var_name, float value);
// expands value to a string and calls Cvar_Set
float Cvar_VariableValue (char *var_name);
// returns 0 if not defined or non numeric
char *Cvar_VariableString (char *var_name);
// returns an empty string if not defined
char *Cvar_CompleteVariable (char *partial);
// attempts to match a partial variable name for command line completion
// returns NULL if nothing fits
qboolean Cvar_Command (void);
// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
// command. Returns true if the command was a variable reference that
// was handled. (print or change)
void Cvar_WriteVariables (FILE *f);
// Writes lines containing "set variable value" for all variables
// with the archive flag set to true.
cvar_t *Cvar_FindVar (char *var_name);
extern cvar_t *cvar_vars;