mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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122 lines
3.5 KiB
C++
122 lines
3.5 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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. See the
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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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __REGEXP_H__
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#define __REGEXP_H__
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class idTokenParser;
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class idWindow;
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class idWinVar;
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class idRegister
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{
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public:
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idRegister();
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idRegister( const char* p, int t );
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enum REGTYPE { VEC4 = 0, FLOAT, BOOL, INT, STRING, VEC2, VEC3, RECTANGLE, NUMTYPES } ;
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static int REGCOUNT[NUMTYPES];
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bool enabled;
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short type;
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idStr name;
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int regCount;
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unsigned short regs[4];
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idWinVar* var;
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void SetToRegs( float* registers );
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void GetFromRegs( float* registers );
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void CopyRegs( idRegister* src );
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void Enable( bool b )
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{
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enabled = b;
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}
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void ReadFromDemoFile( idDemoFile* f );
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void WriteToDemoFile( idDemoFile* f );
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void WriteToSaveGame( idFile* savefile );
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void ReadFromSaveGame( idFile* savefile );
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};
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ID_INLINE idRegister::idRegister()
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{
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}
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ID_INLINE idRegister::idRegister( const char* p, int t )
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{
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name = p;
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type = t;
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assert( t >= 0 && t < NUMTYPES );
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regCount = REGCOUNT[t];
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enabled = ( type == STRING ) ? false : true;
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var = NULL;
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};
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ID_INLINE void idRegister::CopyRegs( idRegister* src )
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{
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regs[0] = src->regs[0];
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regs[1] = src->regs[1];
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regs[2] = src->regs[2];
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regs[3] = src->regs[3];
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}
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class idRegisterList
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{
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public:
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idRegisterList();
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~idRegisterList();
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void AddReg( const char* name, int type, idTokenParser* src, idWindow* win, idWinVar* var );
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void AddReg( const char* name, int type, idVec4 data, idWindow* win, idWinVar* var );
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idRegister* FindReg( const char* name );
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void SetToRegs( float* registers );
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void GetFromRegs( float* registers );
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void Reset();
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void ReadFromDemoFile( idDemoFile* f );
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void WriteToDemoFile( idDemoFile* f );
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void WriteToSaveGame( idFile* savefile );
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void ReadFromSaveGame( idFile* savefile );
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private:
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idList<idRegister*> regs;
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idHashIndex regHash;
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};
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ID_INLINE idRegisterList::idRegisterList()
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{
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regs.SetGranularity( 4 );
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regHash.SetGranularity( 4 );
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regHash.Clear( 32, 4 );
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}
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ID_INLINE idRegisterList::~idRegisterList()
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{
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}
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#endif /* !__REGEXP_H__ */
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