mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
1a0e413d5c
- made crosshair toggle consistent across games.
506 lines
18 KiB
C++
506 lines
18 KiB
C++
/*
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** c_cvars.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __C_CVARS_H__
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#define __C_CVARS_H__
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#include "zstring.h"
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#include "tarray.h"
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class FSerializer; // this needs to go away.
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/*
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==========================================================
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CVARS (console variables)
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==========================================================
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*/
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enum
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{
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CVAR_ARCHIVE = 1, // set to cause it to be saved to config.
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CVAR_USERINFO = 1 << 1, // added to userinfo when changed.
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CVAR_SERVERINFO = 1 << 2, // added to serverinfo when changed.
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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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CVAR_LATCH = 1 << 4, // save changes until server restart.
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CVAR_UNSETTABLE = 1 << 5, // can unset this var from console.
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CVAR_DEMOSAVE = 1 << 6, // save the value of this cvar in a demo.
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CVAR_ISDEFAULT = 1 << 7, // is cvar unchanged since creation?
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CVAR_AUTO = 1 << 8, // allocated; needs to be freed when destroyed.
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CVAR_NOINITCALL = 1 << 9, // don't call callback at game start.
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CVAR_GLOBALCONFIG = 1 << 10, // cvar is saved to global config section.
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CVAR_VIDEOCONFIG = 1 << 11, // cvar is saved to video config section (not implemented).
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CVAR_NOSAVE = 1 << 12, // when used with CVAR_SERVERINFO, do not save var to savegame
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// and config.
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CVAR_MOD = 1 << 13, // cvar was defined by a mod.
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CVAR_IGNORE = 1 << 14, // do not send cvar across the network/inaccesible from ACS
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// (dummy mod cvar).
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CVAR_CHEAT = 1 << 15, // can be set only when sv_cheats is enabled.
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CVAR_UNSAFECONTEXT = 1 << 16, // cvar value came from unsafe context.
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CVAR_VIRTUAL = 1 << 17, // do not invoke the callback recursively so it can be used to
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// mirror an external variable.
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CVAR_CONFIG_ONLY = 1 << 18, // do not save var to savegame and do not send it across network.
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};
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union UCVarValue
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{
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bool Bool;
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int Int;
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float Float;
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const char* String;
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UCVarValue() = default;
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UCVarValue(bool v) { Bool = v; }
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UCVarValue(int v) { Int = v; }
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UCVarValue(float v) { Float = v; }
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UCVarValue(const char * v) { String = v; }
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};
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enum ECVarType
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{
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CVAR_Bool,
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CVAR_Int,
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CVAR_Float,
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CVAR_String,
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CVAR_Color, // stored as CVAR_Int
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CVAR_DummyBool, // just redirects to another cvar
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CVAR_DummyInt, // just redirects to another cvar
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CVAR_Dummy // Unknown
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};
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class FConfigFile;
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class FxCVar;
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class FBaseCVar;
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// These are calls into the game code. Having these hard coded in the CVAR implementation has always been the biggest blocker
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// for reusing the CVAR module outside of ZDoom. So now they get called through this struct for easier reusability.
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struct ConsoleCallbacks
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{
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void (*UserInfoChanged)(FBaseCVar*);
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bool (*SendServerInfoChange)(FBaseCVar* cvar, UCVarValue value, ECVarType type);
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bool (*SendServerFlagChange)(FBaseCVar* cvar, int bitnum, bool set, bool silent);
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FBaseCVar* (*GetUserCVar)(int playernum, const char* cvarname);
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bool (*MustLatch)();
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};
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class FBaseCVar
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{
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public:
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FBaseCVar (const char *name, uint32_t flags, void (*callback)(FBaseCVar &), const char *descr);
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virtual ~FBaseCVar ();
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inline void Callback ()
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{
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if (m_Callback && !inCallback)
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{
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inCallback = !!(Flags & CVAR_VIRTUAL); // Virtual CVARs never invoke the callback recursively, giving it a chance to manipulate the value without side effects.
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m_Callback(*this);
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inCallback = false;
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}
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}
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inline const char *GetName () const { return VarName.GetChars(); }
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inline uint32_t GetFlags () const { return Flags; }
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inline FBaseCVar *GetNext() const { return m_Next; }
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void CmdSet (const char *newval);
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void ForceSet (UCVarValue value, ECVarType type, bool nouserinfosend=false);
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void SetGenericRep (UCVarValue value, ECVarType type);
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void ResetToDefault ();
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void SetArchiveBit () { Flags |= CVAR_ARCHIVE; }
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void MarkUnsafe();
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void MarkSafe() { Flags &= ~CVAR_UNSAFECONTEXT; }
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void AddDescription(const FString& label)
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{
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if (Description.IsEmpty()) Description = label;
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}
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int ToInt()
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{
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ECVarType vt;
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auto val = GetFavoriteRep(&vt);
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return ToInt(val, vt);
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}
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virtual ECVarType GetRealType () const = 0;
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virtual const char *GetHumanString(int precision=-1) const;
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virtual UCVarValue GetGenericRep (ECVarType type) const = 0;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const = 0;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const = 0;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const = 0;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type) = 0;
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FBaseCVar &operator= (const FBaseCVar &var)
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{ UCVarValue val; ECVarType type; val = var.GetFavoriteRep (&type); SetGenericRep (val, type); return *this; }
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static void EnableNoSet (); // enable the honoring of CVAR_NOSET
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static void EnableCallbacks ();
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static void DisableCallbacks ();
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static void ResetColors (); // recalc color cvars' indices after screen change
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static void ListVars (const char *filter, bool plain);
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const FString &GetDescription() const { return Description; };
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const FString& GetToggleMessage(int which) { return ToggleMessages[which]; }
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void SetToggleMessages(const char* on, const char* off)
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{
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ToggleMessages[0] = off;
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ToggleMessages[1] = on;
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}
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type) = 0;
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static bool ToBool (UCVarValue value, ECVarType type);
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static int ToInt (UCVarValue value, ECVarType type);
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static float ToFloat (UCVarValue value, ECVarType type);
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static const char *ToString (UCVarValue value, ECVarType type);
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static UCVarValue FromBool (bool value, ECVarType type);
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static UCVarValue FromInt (int value, ECVarType type);
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static UCVarValue FromFloat (float value, ECVarType type);
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static UCVarValue FromString (const char *value, ECVarType type);
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FString VarName;
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FString SafeValue;
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FString Description;
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FString ToggleMessages[2];
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uint32_t Flags;
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bool inCallback = false;
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private:
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FBaseCVar (const FBaseCVar &var) = delete;
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FBaseCVar (const char *name, uint32_t flags);
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void (*m_Callback)(FBaseCVar &);
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FBaseCVar *m_Next;
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static bool m_UseCallback;
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static bool m_DoNoSet;
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// These need to go away!
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friend FString C_GetMassCVarString (uint32_t filter, bool compact);
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friend void C_SerializeCVars(FSerializer& arc, const char* label, uint32_t filter);
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friend void C_ReadCVars (uint8_t **demo_p);
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friend void C_BackupCVars (void);
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friend FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
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friend FBaseCVar *FindCVarSub (const char *var_name, int namelen);
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friend void UnlatchCVars (void);
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friend void DestroyCVarsFlagged (uint32_t flags);
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friend void C_ArchiveCVars (FConfigFile *f, uint32_t filter);
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friend void C_SetCVarsToDefaults (void);
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friend void FilterCompactCVars (TArray<FBaseCVar *> &cvars, uint32_t filter);
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friend void C_DeinitConsole();
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friend void C_ListCVarsWithoutDescription();
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};
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// Returns a string with all cvars whose flags match filter. In compact mode,
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// the cvar names are omitted to save space.
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FString C_GetMassCVarString (uint32_t filter, bool compact=false);
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// Writes all cvars that could effect demo sync to *demo_p. These are
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// cvars that have either CVAR_SERVERINFO or CVAR_DEMOSAVE set.
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void C_WriteCVars (uint8_t **demo_p, uint32_t filter, bool compact=false);
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// Read all cvars from *demo_p and set them appropriately.
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void C_ReadCVars (uint8_t **demo_p);
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void C_InstallHandlers(ConsoleCallbacks* cb);
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// Backup demo cvars. Called before a demo starts playing to save all
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// cvars the demo might change.
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void C_BackupCVars (void);
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// Finds a named cvar
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FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev);
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FBaseCVar *FindCVarSub (const char *var_name, int namelen);
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// Used for ACS and DECORATE.
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FBaseCVar *GetCVar(int playernum, const char *cvarname);
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// Create a new cvar with the specified name and type
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FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, uint32_t flags);
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// Called from G_InitNew()
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void UnlatchCVars (void);
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// Destroy CVars with the matching flags; called from CCMD(restart)
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void DestroyCVarsFlagged (uint32_t flags);
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// archive cvars to FILE f
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void C_ArchiveCVars (FConfigFile *f, uint32_t filter);
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// initialize cvars to default values after they are created
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void C_SetCVarsToDefaults (void);
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void FilterCompactCVars (TArray<FBaseCVar *> &cvars, uint32_t filter);
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void C_DeinitConsole();
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class FBoolCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FBoolCVar (const char *name, bool def, uint32_t flags, void (*callback)(FBoolCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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inline bool operator= (bool boolval)
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{ UCVarValue val; val.Bool = boolval; SetGenericRep (val, CVAR_Bool); return boolval; }
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inline operator bool () const { return Value; }
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inline bool operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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bool Value;
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bool DefaultValue;
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};
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class FIntCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FIntCVar (const char *name, int def, uint32_t flags, void (*callback)(FIntCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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int operator= (int intval)
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{ UCVarValue val; val.Int = intval; SetGenericRep (val, CVAR_Int); return intval; }
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inline operator int () const { return Value; }
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inline int operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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int Value;
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int DefaultValue;
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friend class FFlagCVar;
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};
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class FFloatCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FFloatCVar (const char *name, float def, uint32_t flags, void (*callback)(FFloatCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const override;
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virtual UCVarValue GetGenericRep (ECVarType type) const override ;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const override;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const override;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const override;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type) override;
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const char *GetHumanString(int precision) const override;
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float operator= (float floatval)
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{ UCVarValue val; val.Float = floatval; SetGenericRep (val, CVAR_Float); return floatval; }
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inline operator float () const { return Value; }
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inline float operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type) override;
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float Value;
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float DefaultValue;
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};
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class FStringCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FStringCVar (const char *name, const char *def, uint32_t flags, void (*callback)(FStringCVar &)=NULL, const char* descr = nullptr);
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~FStringCVar ();
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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const char *operator= (const char *stringrep)
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{ UCVarValue val; val.String = const_cast<char *>(stringrep); SetGenericRep (val, CVAR_String); return stringrep; }
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inline operator const char * () const { return mValue; }
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inline const char *operator *() const { return mValue; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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FString mValue;
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FString mDefaultValue;
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};
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class FColorCVar : public FIntCVar
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{
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friend class FxCVar;
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public:
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FColorCVar (const char *name, int def, uint32_t flags, void (*callback)(FColorCVar &)=NULL, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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inline operator uint32_t () const { return Value; }
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inline uint32_t operator *() const { return Value; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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static UCVarValue FromInt2 (int value, ECVarType type);
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static int ToInt2 (UCVarValue value, ECVarType type);
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};
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class FFlagCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FFlagCVar (const char *name, FIntCVar &realvar, uint32_t bitval, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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bool operator= (bool boolval)
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{ UCVarValue val; val.Bool = boolval; SetGenericRep (val, CVAR_Bool); return boolval; }
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bool operator= (FFlagCVar &flag)
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{ UCVarValue val; val.Bool = !!flag; SetGenericRep (val, CVAR_Bool); return val.Bool; }
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inline operator int () const { return (ValueVar & BitVal); }
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inline int operator *() const { return (ValueVar & BitVal); }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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FIntCVar &ValueVar;
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uint32_t BitVal;
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int BitNum;
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};
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class FMaskCVar : public FBaseCVar
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{
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friend class FxCVar;
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public:
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FMaskCVar (const char *name, FIntCVar &realvar, uint32_t bitval, const char* descr = nullptr);
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virtual ECVarType GetRealType () const;
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virtual UCVarValue GetGenericRep (ECVarType type) const;
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virtual UCVarValue GetFavoriteRep (ECVarType *type) const;
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virtual UCVarValue GetGenericRepDefault (ECVarType type) const;
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virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const;
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virtual void SetGenericRepDefault (UCVarValue value, ECVarType type);
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inline operator int () const { return (ValueVar & BitVal) >> BitNum; }
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inline int operator *() const { return (ValueVar & BitVal) >> BitNum; }
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protected:
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virtual void DoSet (UCVarValue value, ECVarType type);
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FIntCVar &ValueVar;
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uint32_t BitVal;
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int BitNum;
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};
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extern int cvar_defflags;
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FBaseCVar *cvar_set (const char *var_name, const char *value);
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FBaseCVar *cvar_forceset (const char *var_name, const char *value);
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inline FBaseCVar *cvar_set (const char *var_name, const uint8_t *value) { return cvar_set (var_name, (const char *)value); }
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inline FBaseCVar *cvar_forceset (const char *var_name, const uint8_t *value) { return cvar_forceset (var_name, (const char *)value); }
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// Restore demo cvars. Called after demo playback to restore all cvars
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// that might possibly have been changed during the course of demo playback.
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void C_RestoreCVars (void);
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void C_ForgetCVars (void);
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#define CUSTOM_CVAR(type,name,def,flags) \
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static void cvarfunc_##name(F##type##CVar &); \
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F##type##CVar name (#name, def, flags, cvarfunc_##name); \
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static void cvarfunc_##name(F##type##CVar &self)
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#define CUSTOM_CVAR_NAMED(type,name,cname,def,flags) \
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static void cvarfunc_##name(F##type##CVar &); \
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F##type##CVar name (#cname, def, flags, cvarfunc_##name); \
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static void cvarfunc_##name(F##type##CVar &self)
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#define CVAR(type,name,def,flags) \
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F##type##CVar name (#name, def, flags);
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#define EXTERN_CVAR(type,name) extern F##type##CVar name;
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#define CUSTOM_CVARD(type,name,def,flags,descr) \
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static void cvarfunc_##name(F##type##CVar &); \
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F##type##CVar name (#name, def, flags, cvarfunc_##name, descr); \
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static void cvarfunc_##name(F##type##CVar &self)
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#define CVARD(type,name,def,flags, descr) \
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F##type##CVar name (#name, def, flags, nullptr, descr);
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#define CVARD_NAMED(type,name,varname,def,flags, descr) \
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F##type##CVar varname (#name, def, flags, nullptr, descr);
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#define CVAR_UNAMED(type,varname) \
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F##type##CVar varname (nullptr, 0, 0, nullptr, nullptr);
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extern FBaseCVar *CVars;
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#endif //__C_CVARS_H__
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