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https://github.com/nzp-team/fteqw.git
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66b78c0b11
In this version: replacement GL backend. Replacement D3D backend sharing code with GL. Lots of code reorganisation. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3401 fc73d0e0-1445-4013-8a0c-d673dee63da5
189 lines
7.2 KiB
C
189 lines
7.2 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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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// cvar.h
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/*
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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
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in C code.
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it is sufficient to initialize a cvar_t with just the first two fields, or
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you can add a ,true flag for variables that you want saved to the configuration
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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 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:
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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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typedef struct cvar_s
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{
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//must match q2's definition
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char *name;
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char *string;
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char *latched_string; // for CVAR_LATCH vars
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int flags;
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int modified; // increased each time the cvar is changed
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float value;
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struct cvar_s *next;
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//free style :)
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char *name2;
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void (*callback) (struct cvar_s *var, char *oldvalue);
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int ival;
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char *defaultstr; //default
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qbyte restriction;
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#ifdef HLSERVER
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struct hlcvar_s *hlcvar;
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#endif
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} cvar_t;
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#define FCVARC(ConsoleName,ConsoleName2,Value,Flags,Callback) {ConsoleName, Value, NULL, Flags, 0, 0, 0, ConsoleName2, Callback}
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#define FCVAR(ConsoleName,ConsoleName2,Value,Flags) FCVARC(ConsoleName, ConsoleName2, Value, Flags, NULL)
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#define SCVARFC(ConsoleName, Value, Flags, Callback) FCVARC(ConsoleName, NULL, Value, Flags, Callback)
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#define SCVARF(ConsoleName,Value, Flags) FCVAR(ConsoleName, NULL, Value, Flags)
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#define SCVARC(ConsoleName,Value,Callback) FCVARC(ConsoleName, NULL, Value, 0, Callback)
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#define SCVAR(ConsoleName,Value) FCVAR(ConsoleName, NULL, Value, 0)
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#define CVARDP4(Flags,ConsoleName,Value,Description) FCVAR(ConsoleName, NULL, Value, Flags)
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typedef struct cvar_group_s
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{
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const char *name;
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struct cvar_group_s *next;
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cvar_t *cvars;
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} cvar_group_t;
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//q2 constants
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#define CVAR_ARCHIVE (1<<0) // set to cause it to be saved to vars.rc
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#define CVAR_USERINFO (1<<1) // added to userinfo when changed
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#define CVAR_SERVERINFO (1<<2) // added to serverinfo when changed
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#define CVAR_NOSET (1<<3) // don't allow change from console at all,
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// but can be set from the command line
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#define CVAR_LATCH (1<<4) // save changes until server restart
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//freestyle
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#define CVAR_POINTER (1<<5) // q2 style. May be converted to q1 if needed. These are often specified on the command line and then converted into q1 when registered properly.
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#define CVAR_FREEDEFAULT (1<<6) // q2 style. May be converted to q1 if needed. These are often specified on the command line and then converted into q1 when registered properly.
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#define CVAR_NOTFROMSERVER (1<<7) // the console will ignore changes to cvars if set at from the server or any gamecode. This is to protect against security flaws - like qterm
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#define CVAR_USERCREATED (1<<8) //write a 'set' or 'seta' in front of the var name.
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#define CVAR_CHEAT (1<<9) //latch to the default, unless cheats are enabled.
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#define CVAR_SEMICHEAT (1<<10) //if strict ruleset, force to 0/blank.
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#define CVAR_RENDERERLATCH (1<<11) //requires a vid_restart to reapply.
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#define CVAR_SERVEROVERRIDE (1<<12) //the server has overridden out local value - should probably be called SERVERLATCH
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#define CVAR_RENDERERCALLBACK (1<<13) //force callback for cvars on renderer change
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#define CVAR_NOUNSAFEEXPAND (1<<14) // do not expand cvar value when command is from gamecode
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#define CVAR_RULESETLATCH (1<<15) //latched by the ruleset
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#define CVAR_SHADERSYSTEM (1<<16) //change flushes shaders.
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#define CVAR_LASTFLAG CVAR_RULESETLATCH
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#define CVAR_LATCHMASK (CVAR_LATCH|CVAR_RENDERERLATCH|CVAR_SERVEROVERRIDE|CVAR_CHEAT|CVAR_SEMICHEAT) //you're only allowed one of these.
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#define CVAR_NEEDDEFAULT CVAR_CHEAT
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//an alias
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#define CVAR_SAVE CVAR_ARCHIVE
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cvar_t *Cvar_Get (const char *var_name, const char *value, int flags, const char *groupname);
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void Cvar_LockFromServer(cvar_t *var, const char *str);
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qboolean Cvar_Register (cvar_t *variable, const char *cvargroup);
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// registers a cvar that already has the name, string, and optionally the
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// archive elements set.
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cvar_t *Cvar_ForceSet (cvar_t *var, const char *value);
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cvar_t *Cvar_Set (cvar_t *var, const char *value);
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// equivelant to "<name> <variable>" typed at the console
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void Cvar_SetValue (cvar_t *var, float value);
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// expands value to a string and calls Cvar_Set
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qboolean Cvar_ApplyLatchFlag(cvar_t *var, char *value, int flag);
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void Cvar_ApplyLatches(int latchflag);
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//sets vars to their latched values
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void Cvar_Hook(cvar_t *cvar, void (*callback) (struct cvar_s *var, char *oldvalue));
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//hook a cvar with a given callback function at runtime
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void Cvar_Unhook(cvar_t *cvar);
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//unhook a cvar
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void Cvar_ForceCallback(cvar_t *cvar);
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// force a cvar callback
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void Cvar_ApplyCallbacks(int callbackflag);
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//forces callbacks to be ran for given flags
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void Cvar_Limiter_ZeroToOne_Callback(struct cvar_s *var, char *oldvalue);
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//cvar callback to limit cvar value to 0 or 1
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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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char *Cvar_VariableString (const char *var_name);
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// returns an empty string if not defined
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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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qboolean Cvar_Command (int level);
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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 (vfsfile_t *f, qboolean all);
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// Writes lines containing "set variable value" for all variables
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// with the archive flag set to true.
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cvar_t *Cvar_FindVar (const char *var_name);
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void Cvar_Shutdown(void);
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void Cvar_ForceCheatVars(qboolean semicheats, qboolean absolutecheats); //locks/unlocks cheat cvars depending on weather we are allowed them.
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//extern cvar_t *cvar_vars;
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