/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 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 . 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 { public: idRegister(); idRegister( const char* p, int t ); enum REGTYPE { VEC4 = 0, FLOAT, BOOL, INT, STRING, VEC2, VEC3, RECTANGLE, NUMTYPES } ; static int REGCOUNT[NUMTYPES]; 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 ); }; ID_INLINE idRegister::idRegister() { } ID_INLINE idRegister::idRegister( const char* p, int t ) { 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 ) { regs[0] = src->regs[0]; regs[1] = src->regs[1]; regs[2] = src->regs[2]; regs[3] = src->regs[3]; } class idRegisterList { 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 ); void Reset(); void ReadFromDemoFile( idDemoFile* f ); void WriteToDemoFile( idDemoFile* f ); void WriteToSaveGame( idFile* savefile ); void ReadFromSaveGame( idFile* savefile ); private: idList regs; idHashIndex regHash; }; ID_INLINE idRegisterList::idRegisterList() { regs.SetGranularity( 4 ); regHash.SetGranularity( 4 ); regHash.Clear( 32, 4 ); } ID_INLINE idRegisterList::~idRegisterList() { } #endif /* !__REGEXP_H__ */