mirror of
https://github.com/ZDoom/raze-gles.git
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4b5ec2aabb
- sort the config output alphabetically. - do not use [=] as key names for the bindings.
453 lines
16 KiB
C++
453 lines
16 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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/*
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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 = 2, // added to userinfo when changed
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CVAR_SERVERINFO = 4, // added to serverinfo when changed
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CVAR_NOSET = 8, // 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 = 16, // save changes until server restart
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CVAR_UNSETTABLE = 32, // can unset this var from console
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CVAR_DEMOSAVE = 64, // save the value of this cvar in a demo
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CVAR_ISDEFAULT = 128, // is cvar unchanged since creation?
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CVAR_NOSAVE = 256, // when used with CVAR_SERVERINFO, do not save var to savegame
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CVAR_NOINITCALL = 512, // don't call callback at game start
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CVAR_GLOBALCONFIG = 1024, // cvar is saved to global config section
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CVAR_VIDEOCONFIG = 2048, // cvar is saved to video config section (not implemented)
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CVAR_AUTO = 4096, // allocated; needs to be freed when destroyed
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//CVAR_MOD = 8192, // cvar was defined by a mod
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//CVAR_IGNORE = 16384,// do not send cvar across the network/inaccesible from ACS (dummy mod cvar)
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//CVAR_CHEAT = 32768,// can be set only when sv_cheats is enabled
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//CVAR_UNSAFECONTEXT = 65536,// cvar value came from unsafe context
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CVAR_FRONTEND_BLOOD = 0x10000000, // To mark frontend specific CVARs, so that the other ones can disable them.
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CVAR_FRONTEND_EDUKE = 0x20000000,
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CVAR_FRONTEND_DUKELIKE = 0x30000000,
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CVAR_FRONTEND_REDNUKEM = 0x40000000,
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CVAR_FRONTEND_SHADOWWARRIOR = 0x80000000,
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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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{
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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 () { if (m_Callback) m_Callback (*this); }
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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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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 char *GetDescription() const { return Description; };
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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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uint32_t Flags;
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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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friend FString C_GetMassCVarString (uint32_t filter, bool compact);
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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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};
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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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// 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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// 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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// int is needed as long as this needs to connect to the menus
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public: // also for the menu code which still needs variable references. (Cannot change everything at once.)
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int/*bool*/ Value;
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int/*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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public: // for the menu code which still needs variable references. (Cannot change everything at once.)
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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;
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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 *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);
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public: // for the menu code which still needs variable references. (Cannot change everything at once.)
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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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#if 0
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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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#endif
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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 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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extern FBaseCVar *CVars;
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#endif //__C_CVARS_H__
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