//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef INPUTVAR_H #define INPUTVAR_H #ifdef _WIN32 #pragma once #endif #include "baseentity.h" #include "entitylist.h" //----------------------------------------------------------------------------- // Purpose: Used to request a value, or a set of values, from a set of entities. // used when a multi-input variable needs to refresh it's inputs //----------------------------------------------------------------------------- class CMultiInputVar { public: CMultiInputVar() : m_InputList(NULL) {} ~CMultiInputVar(); struct inputitem_t { variant_t value; // local copy of variable (maybe make this a variant?) int outputID; // the ID number of the output that sent this inputitem_t *next; // allocate and free from MPool memory static void *operator new( size_t stAllocBlock ); static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ); static void operator delete( void *pMem ); static void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); } }; inputitem_t *m_InputList; // list of data int m_bUpdatedThisFrame; void AddValue( variant_t newVal, int outputID ); DECLARE_SIMPLE_DATADESC(); }; #endif // INPUTVAR_H