/* ** c_cvars.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __C_CVARS_H__ #define __C_CVARS_H__ #include "zstring.h" #include "tarray.h" #include "autosegs.h" #include "name.h" #include "dobjgc.h" class FSerializer; // this needs to go away. /* ========================================================== CVARS (console variables) ========================================================== */ enum { CVAR_ARCHIVE = 1, // set to cause it to be saved to config. CVAR_USERINFO = 1 << 1, // added to userinfo when changed. CVAR_SERVERINFO = 1 << 2, // added to serverinfo when changed. CVAR_NOSET = 1 << 3, // don't allow change from console at all, // but can be set from the command line. CVAR_LATCH = 1 << 4, // save changes until server restart. CVAR_UNSETTABLE = 1 << 5, // can unset this var from console. CVAR_DEMOSAVE = 1 << 6, // save the value of this cvar in a demo. CVAR_ISDEFAULT = 1 << 7, // is cvar unchanged since creation? CVAR_AUTO = 1 << 8, // allocated; needs to be freed when destroyed. CVAR_NOINITCALL = 1 << 9, // don't call callback at game start. CVAR_GLOBALCONFIG = 1 << 10, // cvar is saved to global config section. CVAR_VIDEOCONFIG = 1 << 11, // cvar is saved to video config section (not implemented). CVAR_NOSAVE = 1 << 12, // when used with CVAR_SERVERINFO, do not save var to savegame // and config. CVAR_MOD = 1 << 13, // cvar was defined by a mod. CVAR_IGNORE = 1 << 14, // do not send cvar across the network/inaccesible from ACS // (dummy mod cvar). CVAR_CHEAT = 1 << 15, // can be set only when sv_cheats is enabled. CVAR_UNSAFECONTEXT = 1 << 16, // cvar value came from unsafe context. CVAR_VIRTUAL = 1 << 17, // do not invoke the callback recursively so it can be used to // mirror an external variable. CVAR_CONFIG_ONLY = 1 << 18, // do not save var to savegame and do not send it across network. CVAR_ZS_CUSTOM = 1 << 19, // Custom CVar backed by a ZScript class CVAR_ZS_CUSTOM_CLONE = 1 << 20, // Clone of a Custom ZScript CVar }; enum ECVarType { CVAR_Bool, CVAR_Int, CVAR_Float, CVAR_String, CVAR_Color, // stored as CVAR_Int CVAR_Flag, // just redirects to another cvar CVAR_Mask, // just redirects to another cvar CVAR_Dummy, // Unknown }; class FIntCVarRef; union UCVarValue { bool Bool; int Int; float Float; const char* String; FIntCVarRef* Pointer; UCVarValue() = default; constexpr UCVarValue(bool v) : Bool(v) { } constexpr UCVarValue(int v) : Int(v) { } constexpr UCVarValue(float v) : Float(v) { } constexpr UCVarValue(double v) : Float(float(v)) { } constexpr UCVarValue(const char * v) : String(v) { } constexpr UCVarValue(FIntCVarRef& v); }; template constexpr UCVarValue CVarValue(bool v) { static_assert(t == CVAR_Bool); return v; } template constexpr UCVarValue CVarValue(int v) { static_assert(t == CVAR_Int || t == CVAR_Color); return v; } template constexpr UCVarValue CVarValue(float v) { static_assert(t == CVAR_Float); return v; } template constexpr UCVarValue CVarValue(double v) { static_assert(t == CVAR_Float); return v; } template constexpr UCVarValue CVarValue(const char* v) { static_assert(t == CVAR_String); return v; } template constexpr UCVarValue CVarValue(FIntCVarRef& v) { static_assert(t == CVAR_Flag || t == CVAR_Mask); return v; } class FConfigFile; class FxCVar; class FBaseCVar; using CVarMap = TMap; inline CVarMap cvarMap; // These are calls into the game code. Having these hard coded in the CVAR implementation has always been the biggest blocker // for reusing the CVAR module outside of ZDoom. So now they get called through this struct for easier reusability. struct ConsoleCallbacks { void (*UserInfoChanged)(FBaseCVar*); bool (*SendServerInfoChange)(FBaseCVar* cvar, UCVarValue value, ECVarType type); bool (*SendServerFlagChange)(FBaseCVar* cvar, int bitnum, bool set, bool silent); FBaseCVar* (*GetUserCVar)(int playernum, const char* cvarname); bool (*MustLatch)(); }; class FBaseCVar { public: FBaseCVar (const char *name, uint32_t flags, void (*callback)(FBaseCVar &), const char *descr); virtual ~FBaseCVar (); inline void Callback () { if (m_Callback && !inCallback) { inCallback = !!(Flags & CVAR_VIRTUAL); // Virtual CVARs never invoke the callback recursively, giving it a chance to manipulate the value without side effects. m_Callback(*this); inCallback = false; } } inline const char *GetName () const { return VarName.GetChars(); } inline uint32_t GetFlags () const { return Flags; } void CmdSet (const char *newval); void ForceSet (UCVarValue value, ECVarType type, bool nouserinfosend=false); void SetGenericRep (UCVarValue value, ECVarType type); void ResetToDefault (); void SetArchiveBit () { Flags |= CVAR_ARCHIVE; } void MarkUnsafe(); void MarkSafe() { Flags &= ~CVAR_UNSAFECONTEXT; } void AddDescription(const FString& label) { if (Description.IsEmpty()) Description = label; } int ToInt() { ECVarType vt; auto val = GetFavoriteRep(&vt); return ToInt(val, vt); } virtual ECVarType GetRealType () const = 0; virtual const char *GetHumanString(int precision=-1) const; virtual UCVarValue GetGenericRep (ECVarType type) const = 0; virtual UCVarValue GetFavoriteRep (ECVarType *type) const = 0; virtual const char *GetHumanStringDefault(int precision = -1) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const = 0; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const = 0; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type) = 0; virtual UCVarValue GenericZSCVarCallback(UCVarValue value, ECVarType type) { // not valid for cvars that aren't custom zscript cvars, doesn't modify the actual cvar directly, just transforms the value // FZSStringCVar allocates a buffer for the returned string that must be freed by the caller return 0; } FBaseCVar &operator= (const FBaseCVar &var) { UCVarValue val; ECVarType type; val = var.GetFavoriteRep (&type); SetGenericRep (val, type); return *this; } static void EnableNoSet (); // enable the honoring of CVAR_NOSET static void EnableCallbacks (); static void DisableCallbacks (); static void InitZSCallbacks (); static void MarkZSCallbacks (); static void ResetColors (); // recalc color cvars' indices after screen change static void ListVars (const char *filter, bool plain); const FString &GetDescription() const { return Description; }; const FString& GetToggleMessage(int which) { return ToggleMessages[which]; } void SetToggleMessages(const char* on, const char* off) { ToggleMessages[0] = off; ToggleMessages[1] = on; } void SetCallback(void (*callback)(FBaseCVar&)); void ClearCallback(); void SetExtraDataPointer(void *pointer); void* GetExtraDataPointer(); protected: virtual void DoSet (UCVarValue value, ECVarType type) = 0; virtual void InstantiateZSCVar() {} virtual void MarkZSCVar() {} static bool ToBool (UCVarValue value, ECVarType type); static int ToInt (UCVarValue value, ECVarType type); static float ToFloat (UCVarValue value, ECVarType type); static const char *ToString (UCVarValue value, ECVarType type); static UCVarValue FromBool (bool value, ECVarType type); static UCVarValue FromInt (int value, ECVarType type); static UCVarValue FromFloat (float value, ECVarType type); static UCVarValue FromString (const char *value, ECVarType type); FString VarName; FString SafeValue; FString Description; FString ToggleMessages[2]; uint32_t Flags; bool inCallback = false; private: FBaseCVar (const FBaseCVar &var) = delete; FBaseCVar (const char *name, uint32_t flags); void (*m_Callback)(FBaseCVar &); static inline bool m_UseCallback = false; static inline bool m_DoNoSet = false; void *m_ExtraDataPointer; // These need to go away! friend FString C_GetMassCVarString (uint32_t filter, bool compact); friend void C_SerializeCVars(FSerializer& arc, const char* label, uint32_t filter); friend void C_ReadCVars (uint8_t **demo_p); friend void C_BackupCVars (void); friend FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev); friend FBaseCVar *FindCVarSub (const char *var_name, int namelen); friend void UnlatchCVars (void); friend void DestroyCVarsFlagged (uint32_t flags); friend void C_ArchiveCVars (FConfigFile *f, uint32_t filter); friend void C_SetCVarsToDefaults (void); friend void FilterCompactCVars (TArray &cvars, uint32_t filter); friend void C_DeinitConsole(); friend void C_ListCVarsWithoutDescription(); }; // Returns a string with all cvars whose flags match filter. In compact mode, // the cvar names are omitted to save space. FString C_GetMassCVarString (uint32_t filter, bool compact=false); // Writes all cvars that could effect demo sync to *demo_p. These are // cvars that have either CVAR_SERVERINFO or CVAR_DEMOSAVE set. void C_WriteCVars (uint8_t **demo_p, uint32_t filter, bool compact=false); // Read all cvars from *demo_p and set them appropriately. void C_ReadCVars (uint8_t **demo_p); void C_InstallHandlers(ConsoleCallbacks* cb); // Backup demo cvars. Called before a demo starts playing to save all // cvars the demo might change. void C_BackupCVars (void); // Finds a named cvar FBaseCVar *FindCVar (const char *var_name, FBaseCVar **prev); FBaseCVar *FindCVarSub (const char *var_name, int namelen); // Used for ACS and DECORATE. FBaseCVar *GetCVar(int playernum, const char *cvarname); // Create a new cvar with the specified name and type FBaseCVar *C_CreateCVar(const char *var_name, ECVarType var_type, uint32_t flags); FBaseCVar *C_CreateZSCustomCVar(const char *var_name, ECVarType var_type, uint32_t flags, FName className); // Called from G_InitNew() void UnlatchCVars (void); // Destroy CVars with the matching flags; called from CCMD(restart) void DestroyCVarsFlagged (uint32_t flags); // archive cvars to FILE f void C_ArchiveCVars (FConfigFile *f, uint32_t filter); // initialize cvars to default values after they are created void C_SetCVarsToDefaults (void); void FilterCompactCVars (TArray &cvars, uint32_t filter); void C_DeinitConsole(); void C_InitCVars(int which); void C_UninitCVars(); class FBoolCVar : public FBaseCVar { friend class FxCVar; public: FBoolCVar (const char *name, bool def, uint32_t flags, void (*callback)(FBoolCVar &)=NULL, const char* descr = nullptr); virtual ECVarType GetRealType () const; virtual UCVarValue GetGenericRep (ECVarType type) const; virtual UCVarValue GetFavoriteRep (ECVarType *type) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type); inline bool operator= (bool boolval) { UCVarValue val; val.Bool = boolval; SetGenericRep (val, CVAR_Bool); return boolval; } inline operator bool () const { return Value; } inline bool operator *() const { return Value; } protected: virtual void DoSet (UCVarValue value, ECVarType type); bool Value; bool DefaultValue; }; class FIntCVar : public FBaseCVar { friend class FxCVar; public: FIntCVar (const char *name, int def, uint32_t flags, void (*callback)(FIntCVar &)=NULL, const char* descr = nullptr); virtual ECVarType GetRealType () const; virtual UCVarValue GetGenericRep (ECVarType type) const; virtual UCVarValue GetFavoriteRep (ECVarType *type) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type); int operator= (int intval) { UCVarValue val; val.Int = intval; SetGenericRep (val, CVAR_Int); return intval; } inline operator int () const { return Value; } inline int operator *() const { return Value; } protected: virtual void DoSet (UCVarValue value, ECVarType type); int Value; int DefaultValue; friend class FFlagCVar; }; class FFloatCVar : public FBaseCVar { friend class FxCVar; public: FFloatCVar (const char *name, float def, uint32_t flags, void (*callback)(FFloatCVar &)=NULL, const char* descr = nullptr); virtual ECVarType GetRealType () const override; virtual UCVarValue GetGenericRep (ECVarType type) const override ; virtual UCVarValue GetFavoriteRep (ECVarType *type) const override; virtual UCVarValue GetGenericRepDefault (ECVarType type) const override; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const override; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type) override; const char *GetHumanString(int precision) const override; const char *GetHumanStringDefault(int precision) const override; float operator= (float floatval) { UCVarValue val; val.Float = floatval; SetGenericRep (val, CVAR_Float); return floatval; } inline operator float () const { return Value; } inline float operator *() const { return Value; } protected: virtual void DoSet (UCVarValue value, ECVarType type) override; float Value; float DefaultValue; }; class FStringCVar : public FBaseCVar { friend class FxCVar; public: FStringCVar (const char *name, const char *def, uint32_t flags, void (*callback)(FStringCVar &)=NULL, const char* descr = nullptr); ~FStringCVar (); virtual ECVarType GetRealType () const; virtual UCVarValue GetGenericRep (ECVarType type) const; virtual UCVarValue GetFavoriteRep (ECVarType *type) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type); const char *operator= (const char *stringrep) { UCVarValue val; val.String = const_cast(stringrep); SetGenericRep (val, CVAR_String); return stringrep; } inline operator const char * () const { return mValue; } inline const char *operator *() const { return mValue; } protected: virtual void DoSet (UCVarValue value, ECVarType type); FString mValue; FString mDefaultValue; }; class FColorCVar : public FIntCVar { friend class FxCVar; public: FColorCVar (const char *name, int def, uint32_t flags, void (*callback)(FColorCVar &)=NULL, const char* descr = nullptr); virtual ECVarType GetRealType () const; virtual UCVarValue GetGenericRep (ECVarType type) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type); inline operator uint32_t () const { return Value; } inline uint32_t operator *() const { return Value; } protected: virtual void DoSet (UCVarValue value, ECVarType type); static UCVarValue FromInt2 (int value, ECVarType type); static int ToInt2 (UCVarValue value, ECVarType type); }; class FFlagCVar : public FBaseCVar { friend class FxCVar; public: FFlagCVar (const char *name, FIntCVar &realvar, uint32_t bitval, const char* descr = nullptr); virtual ECVarType GetRealType () const; virtual UCVarValue GetGenericRep (ECVarType type) const; virtual UCVarValue GetFavoriteRep (ECVarType *type) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type); bool operator= (bool boolval) { UCVarValue val; val.Bool = boolval; SetGenericRep (val, CVAR_Bool); return boolval; } bool operator= (FFlagCVar &flag) { UCVarValue val; val.Bool = !!flag; SetGenericRep (val, CVAR_Bool); return val.Bool; } inline operator int () const { return (ValueVar & BitVal); } inline int operator *() const { return (ValueVar & BitVal); } protected: virtual void DoSet (UCVarValue value, ECVarType type); FIntCVar &ValueVar; uint32_t BitVal; int BitNum; }; class FMaskCVar : public FBaseCVar { friend class FxCVar; public: FMaskCVar (const char *name, FIntCVar &realvar, uint32_t bitval, const char* descr = nullptr); virtual ECVarType GetRealType () const; virtual UCVarValue GetGenericRep (ECVarType type) const; virtual UCVarValue GetFavoriteRep (ECVarType *type) const; virtual UCVarValue GetGenericRepDefault (ECVarType type) const; virtual UCVarValue GetFavoriteRepDefault (ECVarType *type) const; virtual void SetGenericRepDefault (UCVarValue value, ECVarType type); inline operator int () const { return (ValueVar & BitVal) >> BitNum; } inline int operator *() const { return (ValueVar & BitVal) >> BitNum; } protected: virtual void DoSet (UCVarValue value, ECVarType type); FIntCVar &ValueVar; uint32_t BitVal; int BitNum; }; class FZSIntCVar : public FIntCVar { TObjPtr customCVarHandler; FName cvarName; FName className; static void CallCVarCallback(FZSIntCVar &); public: FZSIntCVar(const char *name, int def, uint32_t flags, FName className, const char* descr = nullptr); void InstantiateZSCVar() override; void MarkZSCVar() override; UCVarValue GenericZSCVarCallback(UCVarValue value, ECVarType type) override; }; class FZSFloatCVar : public FFloatCVar { TObjPtr customCVarHandler; FName cvarName; FName className; static void CallCVarCallback(FZSFloatCVar &); public: FZSFloatCVar(const char *name, float def, uint32_t flags, FName className, const char* descr = nullptr); void InstantiateZSCVar() override; void MarkZSCVar() override; UCVarValue GenericZSCVarCallback(UCVarValue value, ECVarType type) override; }; class FZSStringCVar : public FStringCVar { TObjPtr customCVarHandler; FName cvarName; FName className; static void CallCVarCallback(FZSStringCVar &); public: FZSStringCVar(const char *name, const char * def, uint32_t flags, FName className, const char* descr = nullptr); void InstantiateZSCVar() override; void MarkZSCVar() override; UCVarValue GenericZSCVarCallback(UCVarValue value, ECVarType type) override; }; class FZSBoolCVar : public FBoolCVar { TObjPtr customCVarHandler; FName cvarName; FName className; static void CallCVarCallback(FZSBoolCVar &); public: FZSBoolCVar(const char *name, bool def, uint32_t flags, FName className, const char* descr = nullptr); void InstantiateZSCVar() override; void MarkZSCVar() override; UCVarValue GenericZSCVarCallback(UCVarValue value, ECVarType type) override; }; class FZSColorCVar : public FColorCVar { TObjPtr customCVarHandler; FName cvarName; FName className; static void CallCVarCallback(FZSColorCVar &); public: FZSColorCVar(const char *name, int def, uint32_t flags, FName className, const char* descr = nullptr); void InstantiateZSCVar() override; void MarkZSCVar() override; UCVarValue GenericZSCVarCallback(UCVarValue value, ECVarType type) override; }; class FBoolCVarRef { FBoolCVar* ref; public: inline bool operator= (bool val) { *ref = val; return val; } inline operator bool () const { return **ref; } inline bool operator *() const { return **ref; } inline FBoolCVar* operator->() { return ref; } inline FBoolCVar* get() { return ref; } }; class FIntCVarRef { FIntCVar* ref; public: int operator= (int val) { *ref = val; return val; } inline operator int () const { return **ref; } inline int operator *() const { return **ref; } inline FIntCVar* operator->() { return ref; } inline FIntCVar* get() { return ref; } }; class FFloatCVarRef { FFloatCVar* ref; public: float operator= (float val) { *ref = val; return val; } inline operator float () const { return **ref; } inline float operator *() const { return **ref; } inline FFloatCVar* operator->() { return ref; } inline FFloatCVar* get() { return ref; } }; class FStringCVarRef { FStringCVar* ref; public: const char* operator= (const char* val) { *ref = val; return val; } inline operator const char* () const { return **ref; } inline const char* operator *() const { return **ref; } inline FStringCVar* operator->() { return ref; } inline FStringCVar* get() { return ref; } }; class FColorCVarRef { FColorCVar* ref; public: //uint32_t operator= (uint32_t val) { *ref = val; return val; } inline operator uint32_t () const { return **ref; } inline uint32_t operator *() const { return **ref; } inline FColorCVar* operator->() { return ref; } inline FColorCVar* get() { return ref; } }; class FFlagCVarRef { FFlagCVar* ref; public: inline bool operator= (bool val) { *ref = val; return val; } inline bool operator= (const FFlagCVar& val) { *ref = val; return val; } inline operator int () const { return **ref; } inline int operator *() const { return **ref; } inline FFlagCVar& operator->() { return *ref; } }; class FMaskCVarRef { FMaskCVar* ref; public: //int operator= (int val) { *ref = val; return val; } inline operator int () const { return **ref; } inline int operator *() const { return **ref; } inline FMaskCVar& operator->() { return *ref; } }; extern int cvar_defflags; FBaseCVar *cvar_set (const char *var_name, const char *value); FBaseCVar *cvar_forceset (const char *var_name, const char *value); inline FBaseCVar *cvar_set (const char *var_name, const uint8_t *value) { return cvar_set (var_name, (const char *)value); } inline FBaseCVar *cvar_forceset (const char *var_name, const uint8_t *value) { return cvar_forceset (var_name, (const char *)value); } constexpr UCVarValue::UCVarValue(FIntCVarRef& v) : Pointer(&v) { } struct FCVarDecl { void * refAddr; ECVarType type; unsigned int flags; const char * name; UCVarValue defaultval; const char *description; void* callbackp; // actually a function pointer with unspecified arguments. C++ does not like that much... }; // Restore demo cvars. Called after demo playback to restore all cvars // that might possibly have been changed during the course of demo playback. void C_RestoreCVars (void); void C_ForgetCVars (void); #if defined(_MSC_VER) #pragma section(SECTION_VREG,read) #define MSVC_VSEG __declspec(allocate(SECTION_VREG)) #define GCC_VSEG #else #define MSVC_VSEG #define GCC_VSEG __attribute__((section(SECTION_VREG))) __attribute__((used)) #endif #define CUSTOM_CVAR(type,name,def,flags) \ static void cvarfunc_##name(F##type##CVar &); \ F##type##CVarRef name; \ static FCVarDecl cvardecl_##name = { &name, CVAR_##type, (flags), #name, CVarValue(def), nullptr, reinterpret_cast(cvarfunc_##name) }; \ extern FCVarDecl const *const cvardeclref_##name; \ MSVC_VSEG FCVarDecl const *const cvardeclref_##name GCC_VSEG = &cvardecl_##name; \ static void cvarfunc_##name(F##type##CVar &self) #define CUSTOM_CVAR_NAMED(type,name,cname,def,flags) \ static void cvarfunc_##name(F##type##CVar &); \ F##type##CVarRef name; \ static FCVarDecl cvardecl_##name = { &name, CVAR_##type, (flags), #cname, CVarValue(def), nullptr, reinterpret_cast(cvarfunc_##name) }; \ extern FCVarDecl const *const cvardeclref_##name; \ MSVC_VSEG FCVarDecl const *const cvardeclref_##name GCC_VSEG = &cvardecl_##name; \ static void cvarfunc_##name(F##type##CVar &self) #define CVAR(type,name,def,flags) \ F##type##CVarRef name; \ static FCVarDecl cvardecl_##name = { &name, CVAR_##type, (flags), #name, CVarValue(def), nullptr, nullptr}; \ extern FCVarDecl const *const cvardeclref_##name; \ MSVC_VSEG FCVarDecl const *const cvardeclref_##name GCC_VSEG = &cvardecl_##name; #define EXTERN_CVAR(type,name) extern F##type##CVarRef name; #define CUSTOM_CVARD(type,name,def,flags,descr) \ static void cvarfunc_##name(F##type##CVar &); \ F##type##CVarRef name; \ static FCVarDecl cvardecl_##name = { &name, CVAR_##type, (flags), #name, CVarValue(def), descr, reinterpret_cast(cvarfunc_##name) }; \ extern FCVarDecl const *const cvardeclref_##name; \ MSVC_VSEG FCVarDecl const *const cvardeclref_##name GCC_VSEG = &cvardecl_##name; \ static void cvarfunc_##name(F##type##CVar &self) #define CVARD(type,name,def,flags, descr) \ F##type##CVarRef name; \ static FCVarDecl cvardecl_##name = { &name, CVAR_##type, (flags), #name, CVarValue(def), descr, nullptr}; \ extern FCVarDecl const *const cvardeclref_##name; \ MSVC_VSEG FCVarDecl const *const cvardeclref_##name GCC_VSEG = &cvardecl_##name; #define CVARD_NAMED(type,name,varname,def,flags, descr) \ F##type##CVarRef name; \ static FCVarDecl cvardecl_##name = { &name, CVAR_##type, (flags), #varname, CVarValue(def), descr, nullptr}; \ extern FCVarDecl const *const cvardeclref_##name; \ MSVC_VSEG FCVarDecl const *const cvardeclref_##name GCC_VSEG = &cvardecl_##name; #endif //__C_CVARS_H__