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https://github.com/Shpoike/Quakespasm.git
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93fd580b18
Cvar_FindVarAfter. Don't expose cvar_vars directly and use Cvar_FindVarAfter instead. several typo fixes, etc. git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@570 af15c1b1-3010-417e-b628-4374ebc0bcbd
143 lines
4.8 KiB
C
143 lines
4.8 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef __CVAR_H__
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#define __CVAR_H__
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/*
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cvar_t variables are used to hold scalar or string variables that can
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be changed or displayed at the console or prog code as well as accessed
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directly in C code.
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it is sufficient to initialize a cvar_t with just the first two fields,
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or you can add a ,true flag for variables that you want saved to the
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configuration file when the game is quit:
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cvar_t r_draworder = {"r_draworder","1"};
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cvar_t scr_screensize = {"screensize","1",true};
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Cvars must be registered before use, or they will have a 0 value instead
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of the float interpretation of the string.
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Generally, all cvar_t declarations should be registered in the apropriate
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init function before any console commands are executed:
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Cvar_RegisterVariable (&host_framerate);
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C code usually just references a cvar in place:
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if ( r_draworder.value )
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It could optionally ask for the value to be looked up for a string name:
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if (Cvar_VariableValue ("r_draworder"))
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Interpreted prog code can access cvars with the cvar(name) or
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cvar_set (name, value) internal functions:
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teamplay = cvar("teamplay");
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cvar_set ("registered", "1");
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The user can access cvars from the console in two ways:
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r_draworder prints the current value
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r_draworder 0 sets the current value to 0
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Cvars are restricted from having the same names as commands to keep this
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interface from being ambiguous.
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*/
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#define CVAR_NONE 0
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#define CVAR_ARCHIVE (1U << 0) // if set, causes it to be saved to config
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#define CVAR_NOTIFY (1U << 1) // changes will be broadcasted to all players (q1)
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#define CVAR_SERVERINFO (1U << 2) // added to serverinfo will be sent to clients (q1/net_dgrm.c and qwsv)
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#define CVAR_USERINFO (1U << 3) // added to userinfo, will be sent to server (qwcl)
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#define CVAR_CHANGED (1U << 4)
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#define CVAR_ROM (1U << 6)
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#define CVAR_LOCKED (1U << 8) // locked temporarily
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#define CVAR_REGISTERED (1U << 10) // the var is added to the list of variables
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#define CVAR_CALLBACK (1U << 16) // var has a callback
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typedef void (*cvarcallback_t) (struct cvar_s *);
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typedef struct cvar_s
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{
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const char *name;
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const char *string;
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unsigned int flags;
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float value;
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const char *default_string; //johnfitz -- remember defaults for reset function
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cvarcallback_t callback;
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struct cvar_s *next;
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} cvar_t;
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void Cvar_RegisterVariable (cvar_t *variable);
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// registers a cvar that already has the name, string, and optionally
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// the archive elements set.
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void Cvar_SetCallback (cvar_t *var, cvarcallback_t func);
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// set a callback function to the var
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void Cvar_Set (const char *var_name, const char *value);
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// equivelant to "<name> <variable>" typed at the console
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void Cvar_SetValue (const char *var_name, const float value);
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// expands value to a string and calls Cvar_Set
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void Cvar_SetROM (const char *var_name, const char *value);
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void Cvar_SetValueROM (const char *var_name, const float value);
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// sets a CVAR_ROM variable from within the engine
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void Cvar_SetQuick (cvar_t *var, const char *value);
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void Cvar_SetValueQuick (cvar_t *var, const float value);
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// these two accept a cvar pointer instead of a var name,
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// but are otherwise identical to the "non-Quick" versions.
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// the cvar MUST be registered.
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float Cvar_VariableValue (const char *var_name);
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// returns 0 if not defined or non numeric
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const char *Cvar_VariableString (const char *var_name);
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// returns an empty string if not defined
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qboolean Cvar_Command (void);
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// called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known
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// command. Returns true if the command was a variable reference that
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// was handled. (print or change)
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void Cvar_WriteVariables (FILE *f);
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// Writes lines containing "set variable value" for all variables
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// with the CVAR_ARCHIVE flag set
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cvar_t *Cvar_FindVar (const char *var_name);
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cvar_t *Cvar_FindVarAfter (const char *prev_name, unsigned int with_flags);
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void Cvar_LockVar (const char *var_name);
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void Cvar_UnlockVar (const char *var_name);
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void Cvar_UnlockAll (void);
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void Cvar_Init (void);
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const char *Cvar_CompleteVariable (const char *partial);
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// attempts to match a partial variable name for command line completion
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// returns NULL if nothing fits
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#endif /* __CVAR_H__ */
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