raze/source/common/console/c_cvars.h
Christoph Oelckers 21b4862460 - Backend update from GZDoom
* music system improvements
* Zip64 support
* fixes for menu scaling on ultrawide screens
* Mac default paths fixed
* lightmap code (not active yet)
2022-04-25 11:13:55 +02:00

519 lines
18 KiB
C++

/*
** 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"
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.
};
union UCVarValue
{
bool Bool;
int Int;
float Float;
const char* String;
UCVarValue() = default;
UCVarValue(bool v) { Bool = v; }
UCVarValue(int v) { Int = v; }
UCVarValue(float v) { Float = v; }
UCVarValue(const char * v) { String = v; }
};
enum ECVarType
{
CVAR_Bool,
CVAR_Int,
CVAR_Float,
CVAR_String,
CVAR_Color, // stored as CVAR_Int
CVAR_DummyBool, // just redirects to another cvar
CVAR_DummyInt, // just redirects to another cvar
CVAR_Dummy // Unknown
};
class FConfigFile;
class FxCVar;
class FBaseCVar;
// 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; }
inline FBaseCVar *GetNext() const { return m_Next; }
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;
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 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;
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;
public:
static inline bool m_inEnable = false;
private:
FBaseCVar (const FBaseCVar &var) = delete;
FBaseCVar (const char *name, uint32_t flags);
void (*m_Callback)(FBaseCVar &);
FBaseCVar *m_Next;
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<FBaseCVar *> &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);
// 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<FBaseCVar *> &cvars, uint32_t filter);
void C_DeinitConsole();
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<char *>(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;
};
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); }
// 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);
#define CUSTOM_CVAR(type,name,def,flags) \
static void cvarfunc_##name(F##type##CVar &); \
F##type##CVar name (#name, def, flags, cvarfunc_##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##CVar name (#cname, def, flags, cvarfunc_##name); \
static void cvarfunc_##name(F##type##CVar &self)
#define CVAR(type,name,def,flags) \
F##type##CVar name (#name, def, flags);
#define EXTERN_CVAR(type,name) extern F##type##CVar name;
#define CUSTOM_CVARD(type,name,def,flags,descr) \
static void cvarfunc_##name(F##type##CVar &); \
F##type##CVar name (#name, def, flags, cvarfunc_##name, descr); \
static void cvarfunc_##name(F##type##CVar &self)
#define CVARD(type,name,def,flags, descr) \
F##type##CVar name (#name, def, flags, nullptr, descr);
#define CVARD_NAMED(type,name,varname,def,flags, descr) \
F##type##CVar varname (#name, def, flags, nullptr, descr);
#define CVAR_UNAMED(type,varname) \
F##type##CVar varname (nullptr, 0, 0, nullptr, nullptr);
extern FBaseCVar *CVars;
#endif //__C_CVARS_H__