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116 lines
5.8 KiB
116 lines
5.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $NoKeywords: $ |
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//===========================================================================// |
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#ifndef ICONVAR_H |
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#define ICONVAR_H |
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#if _WIN32 |
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#pragma once |
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#endif |
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#include "tier0/dbg.h" |
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#include "tier0/platform.h" |
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#include "tier1/strtools.h" |
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//----------------------------------------------------------------------------- |
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// Forward declarations |
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//----------------------------------------------------------------------------- |
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class IConVar; |
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class CCommand; |
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//----------------------------------------------------------------------------- |
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// ConVar flags |
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//----------------------------------------------------------------------------- |
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// The default, no flags at all |
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#define FCVAR_NONE 0 |
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// Command to ConVars and ConCommands |
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// ConVar Systems |
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#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc. |
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#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. |
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#define FCVAR_GAMEDLL (1<<2) // defined by the game DLL |
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#define FCVAR_CLIENTDLL (1<<3) // defined by the client DLL |
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#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out. |
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// ConVar only |
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#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value |
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#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server. |
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#define FCVAR_ARCHIVE (1<<7) // set to cause it to be saved to vars.rc |
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#define FCVAR_NOTIFY (1<<8) // notifies players when changed |
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#define FCVAR_USERINFO (1<<9) // changes the client's info string |
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#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats |
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#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ). |
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#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log |
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#define FCVAR_NEVER_AS_STRING (1<<12) // never try to print that cvar |
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// It's a ConVar that's shared between the client and the server. |
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// At signon, the values of all such ConVars are sent from the server to the client (skipped for local |
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// client, of course ) |
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// If a change is requested it must come from the console (i.e., no remote client changes) |
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// If a value is changed while a server is active, it's replicated to all connected clients |
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#define FCVAR_REPLICATED (1<<13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time |
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#define FCVAR_DEMO (1<<16) // record this cvar when starting a demo file |
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#define FCVAR_DONTRECORD (1<<17) // don't record these command in demofiles |
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#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload |
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#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload |
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#define FCVAR_NOT_CONNECTED (1<<22) // cvar cannot be changed by a client that is connected to a server |
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#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread |
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#define FCVAR_ARCHIVE_XBOX (1<<24) // cvar written to config.cfg on the Xbox |
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#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars |
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#define FCVAR_SERVER_CAN_EXECUTE (1<<28)// the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. |
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#define FCVAR_SERVER_CANNOT_QUERY (1<<29)// If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue). |
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#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command. |
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// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. |
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#define FCVAR_EXEC_DESPITE_DEFAULT (1<<31) // -default causes a lot of commands to be ignored (but still be recorded as though they had run). |
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// This causes them to be executed anyways. |
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#define FCVAR_INTERNAL_USE (1<<15) // This var isn't archived, but is exposed to players--and its use is allowed in competitive play. |
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#define FCVAR_ALLOWED_IN_COMPETITIVE (1<<18) // This convar can be changed in competitive (strict) settings mode even though it is not archived. Meant for one-offs like cl_showfps that are not user facing settings but are benign |
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// #define FCVAR_AVAILABLE (1<<19) |
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// #define FCVAR_AVAILABLE (1<<26) |
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// #define FCVAR_AVAILABLE (1<<27) |
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#define FCVAR_MATERIAL_THREAD_MASK ( FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD ) |
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//----------------------------------------------------------------------------- |
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// Called when a ConVar changes value |
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// NOTE: For FCVAR_NEVER_AS_STRING ConVars, pOldValue == NULL |
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//----------------------------------------------------------------------------- |
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typedef void ( *FnChangeCallback_t )( IConVar *var, const char *pOldValue, float flOldValue ); |
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//----------------------------------------------------------------------------- |
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// Abstract interface for ConVars |
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//----------------------------------------------------------------------------- |
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abstract_class IConVar |
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{ |
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public: |
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// Value set |
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virtual void SetValue( const char *pValue ) = 0; |
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virtual void SetValue( float flValue ) = 0; |
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virtual void SetValue( int nValue ) = 0; |
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// Return name of command |
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virtual const char *GetName( void ) const = 0; |
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// Accessors.. not as efficient as using GetState()/GetInfo() |
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// if you call these methods multiple times on the same IConVar |
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virtual bool IsFlagSet( int nFlag ) const = 0; |
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}; |
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#endif // ICONVAR_H
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