//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASETYPES_H #define BASETYPES_H #include "commonmacros.h" #include "wchartypes.h" #include "tier0/valve_off.h" #include #ifdef _WIN32 #pragma once #endif // This is a trick to get the DLL extension off the -D option on the command line. #define DLLExtTokenPaste(x) #x #define DLLExtTokenPaste2(x) DLLExtTokenPaste(x) #define DLL_EXT_STRING DLLExtTokenPaste2( _DLL_EXT ) #include "protected_things.h" // There's a different version of this file in the xbox codeline // so the PC version built in the xbox branch includes things like // tickrate changes. #include "xbox_codeline_defines.h" #ifdef IN_XBOX_CODELINE #define XBOX_CODELINE_ONLY() #else #define XBOX_CODELINE_ONLY() Error_Compiling_Code_Only_Valid_in_Xbox_Codeline #endif // stdio.h #ifndef NULL #define NULL 0 #endif #ifdef POSIX #include #endif #define ExecuteNTimes( nTimes, x ) \ { \ static int __executeCount=0;\ if ( __executeCount < nTimes )\ { \ x; \ ++__executeCount; \ } \ } #define ExecuteOnce( x ) ExecuteNTimes( 1, x ) template inline T AlignValue( T val, uintptr_t alignment ) { return (T)( ( (uintptr_t)val + alignment - 1 ) & ~( alignment - 1 ) ); } // Pad a number so it lies on an N byte boundary. // So PAD_NUMBER(0,4) is 0 and PAD_NUMBER(1,4) is 4 #define PAD_NUMBER(number, boundary) \ ( ((number) + ((boundary)-1)) / (boundary) ) * (boundary) // In case this ever changes #if !defined(M_PI) && !defined(HAVE_M_PI) #define M_PI 3.14159265358979323846 #endif #include "valve_minmax_on.h" // #define COMPILETIME_MAX and COMPILETIME_MIN for max/min in constant expressions #define COMPILETIME_MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) ) #define COMPILETIME_MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) ) #ifndef MIN #define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) ) #endif #ifndef MAX #define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) ) #endif #ifdef __cplusplus // This is the preferred clamp operator. Using the clamp macro can lead to // unexpected side-effects or more expensive code. Even the clamp (all // lower-case) function can generate more expensive code because of the // mixed types involved. template< class T > T Clamp( T const &val, T const &minVal, T const &maxVal ) { if( val < minVal ) return minVal; else if( val > maxVal ) return maxVal; else return val; } // This is the preferred Min operator. Using the MIN macro can lead to unexpected // side-effects or more expensive code. template< class T > T Min( T const &val1, T const &val2 ) { return val1 < val2 ? val1 : val2; } // This is the preferred Max operator. Using the MAX macro can lead to unexpected // side-effects or more expensive code. template< class T > T Max( T const &val1, T const &val2 ) { return val1 > val2 ? val1 : val2; } #endif #ifndef FALSE #define FALSE 0 #define TRUE (!FALSE) #endif #ifndef DONT_DEFINE_BOOL // Needed for Cocoa stuff to compile. typedef int BOOL; #endif typedef int qboolean; typedef unsigned long ULONG; typedef unsigned char BYTE; typedef unsigned char byte; typedef unsigned short word; #ifdef _WIN32 typedef wchar_t ucs2; // under windows wchar_t is ucs2 #else typedef unsigned short ucs2; #endif enum ThreeState_t { TRS_FALSE, TRS_TRUE, TRS_NONE, }; typedef float vec_t; #if defined(__GNUC__) #define fpmin __builtin_fminf #define fpmax __builtin_fmaxf #elif !defined(_X360) #define fpmin min #define fpmax max #endif //----------------------------------------------------------------------------- // look for NANs, infinities, and underflows. // This assumes the ANSI/IEEE 754-1985 standard //----------------------------------------------------------------------------- // MoeMod : fix reinterpret_cast UB - Maybe fail with strict alias union FloatCast_u { vec_t f; unsigned int i; }; inline unsigned int& FloatBits( vec_t& f ) { return reinterpret_cast(&f)->i; } inline unsigned int const& FloatBits( vec_t const& f ) { return reinterpret_cast(&f)->i; } inline vec_t BitsToFloat( unsigned int i ) { vec_t f; memcpy( &f, &i, sizeof(f)); return f; } inline bool IsFinite( vec_t f ) { return ((FloatBits(f) & 0x7F800000) != 0x7F800000); } inline unsigned int FloatAbsBits( vec_t f ) { return FloatBits(f) & 0x7FFFFFFF; } // Given today's processors, I cannot think of any circumstance // where bit tricks would be faster than fabs. henryg 8/16/2011 #ifdef _MSC_VER #ifndef _In_ #define _In_ #endif extern "C" float fabsf(_In_ float); #else #include #endif inline float FloatMakeNegative( vec_t f ) { return -fabsf(f); } inline float FloatMakePositive( vec_t f ) { return fabsf(f); } inline float FloatNegate( vec_t f ) { return -f; } #define FLOAT32_NAN_BITS (unsigned long)0x7FC00000 // not a number! #define FLOAT32_NAN BitsToFloat( FLOAT32_NAN_BITS ) #define VEC_T_NAN FLOAT32_NAN // FIXME: why are these here? Hardly anyone actually needs them. struct color24 { byte r, g, b; }; typedef struct color32_s { bool operator!=( const struct color32_s &other ) const; byte r, g, b, a; } color32; inline bool color32::operator!=( const color32 &other ) const { return r != other.r || g != other.g || b != other.b || a != other.a; } struct colorVec { unsigned r, g, b, a; }; #ifndef NOTE_UNUSED #define NOTE_UNUSED(x) (void)(x) // for pesky compiler / lint warnings #endif struct vrect_t { int x,y,width,height; vrect_t *pnext; }; //----------------------------------------------------------------------------- // MaterialRect_t struct - used for DrawDebugText //----------------------------------------------------------------------------- struct Rect_t { int x, y; int width, height; }; //----------------------------------------------------------------------------- // Interval, used by soundemittersystem + the game //----------------------------------------------------------------------------- struct interval_t { float start; float range; }; //----------------------------------------------------------------------------- // Declares a type-safe handle type; you can't assign one handle to the next //----------------------------------------------------------------------------- // 32-bit pointer handles. // Typesafe 8-bit and 16-bit handles. template< class HandleType > class CBaseIntHandle { public: inline bool operator==( const CBaseIntHandle &other ) { return m_Handle == other.m_Handle; } inline bool operator!=( const CBaseIntHandle &other ) { return m_Handle != other.m_Handle; } // Only the code that doles out these handles should use these functions. // Everyone else should treat them as a transparent type. inline HandleType GetHandleValue() { return m_Handle; } inline void SetHandleValue( HandleType val ) { m_Handle = val; } typedef HandleType HANDLE_TYPE; protected: HandleType m_Handle; }; template< class DummyType > class CIntHandle16 : public CBaseIntHandle< unsigned short > { public: inline CIntHandle16() = default; static inline CIntHandle16 MakeHandle( HANDLE_TYPE val ) { return CIntHandle16( val ); } protected: inline CIntHandle16( HANDLE_TYPE val ) { m_Handle = val; } }; template< class DummyType > class CIntHandle32 : public CBaseIntHandle< unsigned long > { public: inline CIntHandle32() = default; static inline CIntHandle32 MakeHandle( HANDLE_TYPE val ) { return CIntHandle32( val ); } protected: inline CIntHandle32( HANDLE_TYPE val ) { m_Handle = val; } }; // NOTE: This macro is the same as windows uses; so don't change the guts of it #define DECLARE_HANDLE_16BIT(name) typedef CIntHandle16< struct name##__handle * > name; #define DECLARE_HANDLE_32BIT(name) typedef CIntHandle32< struct name##__handle * > name; #define DECLARE_POINTER_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name #define FORWARD_DECLARE_HANDLE(name) typedef struct name##__ *name // @TODO: Find a better home for this #if !defined(_STATIC_LINKED) && !defined(PUBLISH_DLL_SUBSYSTEM) // for platforms built with dynamic linking, the dll interface does not need spoofing #define PUBLISH_DLL_SUBSYSTEM() #endif #define UID_PREFIX generated_id_ #define UID_CAT1(a,c) a ## c #define UID_CAT2(a,c) UID_CAT1(a,c) #define EXPAND_CONCAT(a,c) UID_CAT1(a,c) #ifdef _MSC_VER #define UNIQUE_ID UID_CAT2(UID_PREFIX,__COUNTER__) #else #define UNIQUE_ID UID_CAT2(UID_PREFIX,__LINE__) #endif // this allows enumerations to be used as flags, and still remain type-safe! #define DEFINE_ENUM_BITWISE_OPERATORS( Type ) \ inline Type operator| ( Type a, Type b ) { return Type( int( a ) | int( b ) ); } \ inline Type operator& ( Type a, Type b ) { return Type( int( a ) & int( b ) ); } \ inline Type operator^ ( Type a, Type b ) { return Type( int( a ) ^ int( b ) ); } \ inline Type operator<< ( Type a, int b ) { return Type( int( a ) << b ); } \ inline Type operator>> ( Type a, int b ) { return Type( int( a ) >> b ); } \ inline Type &operator|= ( Type &a, Type b ) { return a = a | b; } \ inline Type &operator&= ( Type &a, Type b ) { return a = a & b; } \ inline Type &operator^= ( Type &a, Type b ) { return a = a ^ b; } \ inline Type &operator<<=( Type &a, int b ) { return a = a << b; } \ inline Type &operator>>=( Type &a, int b ) { return a = a >> b; } \ inline Type operator~( Type a ) { return Type( ~int( a ) ); } // defines increment/decrement operators for enums for easy iteration #define DEFINE_ENUM_INCREMENT_OPERATORS( Type ) \ inline Type &operator++( Type &a ) { return a = Type( int( a ) + 1 ); } \ inline Type &operator--( Type &a ) { return a = Type( int( a ) - 1 ); } \ inline Type operator++( Type &a, int ) { Type t = a; ++a; return t; } \ inline Type operator--( Type &a, int ) { Type t = a; --a; return t; } #include "tier0/valve_on.h" #endif // BASETYPES_H