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doom3-bfg/neo/ui/RegExp.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __REGEXP_H__
#define __REGEXP_H__
class idTokenParser;
class idWindow;
class idWinVar;
class idRegister
{
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public:
idRegister();
idRegister( const char* p, int t );
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enum REGTYPE { VEC4 = 0, FLOAT, BOOL, INT, STRING, VEC2, VEC3, RECTANGLE, NUMTYPES } ;
static int REGCOUNT[NUMTYPES];
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bool enabled;
short type;
idStr name;
int regCount;
unsigned short regs[4];
idWinVar* var;
void SetToRegs( float* registers );
void GetFromRegs( float* registers );
void CopyRegs( idRegister* src );
void Enable( bool b )
{
enabled = b;
}
void ReadFromDemoFile( idDemoFile* f );
void WriteToDemoFile( idDemoFile* f );
void WriteToSaveGame( idFile* savefile );
void ReadFromSaveGame( idFile* savefile );
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};
ID_INLINE idRegister::idRegister()
{
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}
ID_INLINE idRegister::idRegister( const char* p, int t )
{
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name = p;
type = t;
assert( t >= 0 && t < NUMTYPES );
regCount = REGCOUNT[t];
enabled = ( type == STRING ) ? false : true;
var = NULL;
};
ID_INLINE void idRegister::CopyRegs( idRegister* src )
{
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regs[0] = src->regs[0];
regs[1] = src->regs[1];
regs[2] = src->regs[2];
regs[3] = src->regs[3];
}
class idRegisterList
{
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public:
idRegisterList();
~idRegisterList();
void AddReg( const char* name, int type, idTokenParser* src, idWindow* win, idWinVar* var );
void AddReg( const char* name, int type, idVec4 data, idWindow* win, idWinVar* var );
idRegister* FindReg( const char* name );
void SetToRegs( float* registers );
void GetFromRegs( float* registers );
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void Reset();
void ReadFromDemoFile( idDemoFile* f );
void WriteToDemoFile( idDemoFile* f );
void WriteToSaveGame( idFile* savefile );
void ReadFromSaveGame( idFile* savefile );
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private:
idList<idRegister*> regs;
idHashIndex regHash;
};
ID_INLINE idRegisterList::idRegisterList()
{
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regs.SetGranularity( 4 );
regHash.SetGranularity( 4 );
regHash.Clear( 32, 4 );
}
ID_INLINE idRegisterList::~idRegisterList()
{
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}
#endif /* !__REGEXP_H__ */