/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cvar.h /* cvar_t variables are used to hold scalar or string variables that can be changed or displayed at the console or prog code as well as accessed directly in C code. it is sufficient to initialize a cvar_t with just the first two fields, or you can add a ,true flag for variables that you want saved to the configuration file when the game is quit: cvar_t r_draworder = {"r_draworder","1"}; cvar_t scr_screensize = {"screensize","1",true}; Cvars must be registered before use, or they will have a 0 value instead of the float interpretation of the string. Generally, all cvar_t declarations should be registered in the apropriate init function before any console commands are executed: Cvar_RegisterVariable (&host_framerate); C code usually just references a cvar in place: if ( r_draworder.value ) It could optionally ask for the value to be looked up for a string name: if (Cvar_VariableValue ("r_draworder")) Interpreted prog code can access cvars with the cvar(name) or cvar_set (name, value) internal functions: teamplay = cvar("teamplay"); cvar_set ("registered", "1"); The user can access cvars from the console in two ways: r_draworder prints the current value r_draworder 0 sets the current value to 0 Cvars are restricted from having the same names as commands to keep this interface from being ambiguous. */ #ifndef CVAR_H #define CVAR_H // cvar flags #define CVAR_SAVE 1 #define CVAR_NOTIFY 2 #define CVAR_READONLY 4 #define CVAR_SERVERINFO 8 #define CVAR_USERINFO 16 // CVAR_PRIVATE means do not $ expand or sendcvar this cvar under any circumstances (rcon_password uses this) #define CVAR_PRIVATE 32 // this means that this cvar should update a userinfo key but the name does not correspond directly to the userinfo key to update, and may require additional conversion ("_cl_color" for example should update "topcolor" and "bottomcolor") #define CVAR_NQUSERINFOHACK 64 // used to determine if flags is valid #define CVAR_NORESETTODEFAULTS 128 // for engine-owned cvars that must not be reset on gametype switch (e.g. scr_screenshot_name, which otherwise isn't set to the mod name properly) #define CVAR_MAXFLAGSVAL 255 // for internal use only! #define CVAR_DEFAULTSET (1<<30) #define CVAR_ALLOCATED (1<<31) /* // type of a cvar for menu purposes #define CVARMENUTYPE_FLOAT 1 #define CVARMENUTYPE_INTEGER 2 #define CVARMENUTYPE_SLIDER 3 #define CVARMENUTYPE_BOOL 4 #define CVARMENUTYPE_STRING 5 #define CVARMENUTYPE_OPTION 6 // which menu to put a cvar in #define CVARMENU_GRAPHICS 1 #define CVARMENU_SOUND 2 #define CVARMENU_INPUT 3 #define CVARMENU_NETWORK 4 #define CVARMENU_SERVER 5 #define MAX_CVAROPTIONS 16 typedef struct cvaroption_s { int value; const char *name; } cvaroption_t; typedef struct menucvar_s { int type; float valuemin, valuemax, valuestep; int numoptions; cvaroption_t optionlist[MAX_CVAROPTIONS]; } menucvar_t; */ typedef struct cvar_s { int flags; const char *name; const char *string; const char *description; int integer; float value; float vector[3]; const char *defstring; // values at init (for Cvar_RestoreInitState) qboolean initstate; // indicates this existed at init int initflags; const char *initstring; const char *initdescription; int initinteger; float initvalue; float initvector[3]; const char *initdefstring; int globaldefindex[3]; int globaldefindex_stringno[3]; //menucvar_t menuinfo; struct cvar_s *next; struct cvar_s *nextonhashchain; } cvar_t; /* void Cvar_MenuSlider(cvar_t *variable, int menu, float slider_min, float slider_max, float slider_step); void Cvar_MenuBool(cvar_t *variable, int menu, const char *name_false, const char *name_true); void Cvar_MenuFloat(cvar_t *variable, int menu, float range_min, float range_max); void Cvar_MenuInteger(cvar_t *variable, int menu, int range_min, int range_max); void Cvar_MenuString(cvar_t *variable, int menu); void Cvar_MenuOption(cvar_t *variable, int menu, int value[16], const char *name[16]); */ /// registers a cvar that already has the name, string, and optionally the /// archive elements set. void Cvar_RegisterVariable (cvar_t *variable); /// equivelant to " " typed at the console void Cvar_Set (const char *var_name, const char *value); /// expands value to a string and calls Cvar_Set void Cvar_SetValue (const char *var_name, float value); void Cvar_SetQuick (cvar_t *var, const char *value); void Cvar_SetValueQuick (cvar_t *var, float value); float Cvar_VariableValueOr (const char *var_name, float def); // returns def if not defined float Cvar_VariableValue (const char *var_name); // returns 0 if not defined or non numeric const char *Cvar_VariableStringOr (const char *var_name, const char *def); // returns def if not defined const char *Cvar_VariableString (const char *var_name); // returns an empty string if not defined const char *Cvar_VariableDefString (const char *var_name); // returns an empty string if not defined const char *Cvar_VariableDescription (const char *var_name); // returns an empty string if not defined const char *Cvar_CompleteVariable (const char *partial); // attempts to match a partial variable name for command line completion // returns NULL if nothing fits void Cvar_CompleteCvarPrint (const char *partial); qboolean Cvar_Command (void); // called by Cmd_ExecuteString when Cmd_Argv(0) doesn't match a known // command. Returns true if the command was a variable reference that // was handled. (print or change) void Cvar_SaveInitState(void); void Cvar_RestoreInitState(void); void Cvar_UnlockDefaults (void); void Cvar_LockDefaults_f (void); void Cvar_ResetToDefaults_All_f (void); void Cvar_ResetToDefaults_NoSaveOnly_f (void); void Cvar_ResetToDefaults_SaveOnly_f (void); void Cvar_WriteVariables (qfile_t *f); // Writes lines containing "set variable value" for all variables // with the archive flag set to true. cvar_t *Cvar_FindVar (const char *var_name); cvar_t *Cvar_FindVarAfter (const char *prev_var_name, int neededflags); int Cvar_CompleteCountPossible (const char *partial); const char **Cvar_CompleteBuildList (const char *partial); // Added by EvilTypeGuy - functions for tab completion system // Thanks to Fett erich@heintz.com // Thanks to taniwha /// Prints a list of Cvars including a count of them to the user console /// Referenced in cmd.c in Cmd_Init hence it's inclusion here. /// Added by EvilTypeGuy eviltypeguy@qeradiant.com /// Thanks to Matthias "Maddes" Buecher, http://www.inside3d.com/qip/ void Cvar_List_f (void); void Cvar_Set_f (void); void Cvar_SetA_f (void); void Cvar_Del_f (void); // commands to create new cvars (or set existing ones) // seta creates an archived cvar (saved to config) /// allocates a cvar by name and returns its address, /// or merely sets its value if it already exists. cvar_t *Cvar_Get (const char *name, const char *value, int flags, const char *newdescription); extern const char *cvar_dummy_description; // ALWAYS the same pointer extern cvar_t *cvar_vars; // used to list all cvars void Cvar_UpdateAllAutoCvars(void); // updates ALL autocvars of the active prog to the cvar values (savegame loading) #ifdef FILLALLCVARSWITHRUBBISH void Cvar_FillAll_f(); #endif /* FILLALLCVARSWITHRUBBISH */ #endif