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-rw-r--r--mp/src/game/client/functionproxy.cpp259
1 files changed, 259 insertions, 0 deletions
diff --git a/mp/src/game/client/functionproxy.cpp b/mp/src/game/client/functionproxy.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "functionproxy.h"
+#include <KeyValues.h>
+#include "materialsystem/imaterialvar.h"
+#include "materialsystem/imaterial.h"
+#include "iclientrenderable.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Helper class to deal with floating point inputs
+//-----------------------------------------------------------------------------
+bool CFloatInput::Init( IMaterial *pMaterial, KeyValues *pKeyValues, const char *pKeyName, float flDefault )
+{
+ m_pFloatVar = NULL;
+ KeyValues *pSection = pKeyValues->FindKey( pKeyName );
+ if (pSection)
+ {
+ if (pSection->GetDataType() == KeyValues::TYPE_STRING)
+ {
+ const char *pVarName = pSection->GetString();
+
+ // Look for numbers...
+ float flValue;
+ int nCount = sscanf( pVarName, "%f", &flValue );
+ if (nCount == 1)
+ {
+ m_flValue = flValue;
+ return true;
+ }
+
+ // Look for array specification...
+ char pTemp[256];
+ if (strchr(pVarName, '['))
+ {
+ // strip off the array...
+ Q_strncpy( pTemp, pVarName, 256 );
+ char *pArray = strchr( pTemp, '[' );
+ *pArray++ = 0;
+
+ char* pIEnd;
+ m_FloatVecComp = strtol( pArray, &pIEnd, 10 );
+
+ // Use the version without the array...
+ pVarName = pTemp;
+ }
+ else
+ {
+ m_FloatVecComp = -1;
+ }
+
+ bool bFoundVar;
+ m_pFloatVar = pMaterial->FindVar( pVarName, &bFoundVar, true );
+ if (!bFoundVar)
+ return false;
+ }
+ else
+ {
+ m_flValue = pSection->GetFloat();
+ }
+ }
+ else
+ {
+ m_flValue = flDefault;
+ }
+ return true;
+}
+
+float CFloatInput::GetFloat() const
+{
+ if (!m_pFloatVar)
+ return m_flValue;
+
+ if( m_FloatVecComp < 0 )
+ return m_pFloatVar->GetFloatValue();
+
+ int iVecSize = m_pFloatVar->VectorSize();
+ if ( m_FloatVecComp >= iVecSize )
+ return 0;
+
+ float v[4];
+ m_pFloatVar->GetVecValue( v, iVecSize );
+ return v[m_FloatVecComp];
+}
+
+
+
+//-----------------------------------------------------------------------------
+//
+// Result proxy; a result (with vector friendliness)
+//
+//-----------------------------------------------------------------------------
+
+CResultProxy::CResultProxy() : m_pResult(0)
+{
+}
+
+CResultProxy::~CResultProxy()
+{
+}
+
+
+bool CResultProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
+{
+ char const* pResult = pKeyValues->GetString( "resultVar" );
+ if( !pResult )
+ return false;
+
+ // Look for array specification...
+ char pTemp[256];
+ if (strchr(pResult, '['))
+ {
+ // strip off the array...
+ Q_strncpy( pTemp, pResult, 256 );
+ char *pArray = strchr( pTemp, '[' );
+ *pArray++ = 0;
+
+ char* pIEnd;
+ m_ResultVecComp = strtol( pArray, &pIEnd, 10 );
+
+ // Use the version without the array...
+ pResult = pTemp;
+ }
+ else
+ {
+ m_ResultVecComp = -1;
+ }
+
+ bool foundVar;
+ m_pResult = pMaterial->FindVar( pResult, &foundVar, true );
+ if( !foundVar )
+ return false;
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// A little code to allow us to set single components of vectors
+//-----------------------------------------------------------------------------
+void CResultProxy::SetFloatResult( float result )
+{
+ if (m_pResult->GetType() == MATERIAL_VAR_TYPE_VECTOR)
+ {
+ if ( m_ResultVecComp >= 0 )
+ {
+ m_pResult->SetVecComponentValue( result, m_ResultVecComp );
+ }
+ else
+ {
+ float v[4];
+ int vecSize = m_pResult->VectorSize();
+
+ for (int i = 0; i < vecSize; ++i)
+ v[i] = result;
+
+ m_pResult->SetVecValue( v, vecSize );
+ }
+ }
+ else
+ {
+ m_pResult->SetFloatValue( result );
+ }
+}
+
+C_BaseEntity *CResultProxy::BindArgToEntity( void *pArg )
+{
+ IClientRenderable *pRend = (IClientRenderable *)pArg;
+ return pRend ? pRend->GetIClientUnknown()->GetBaseEntity() : NULL;
+}
+
+IMaterial *CResultProxy::GetMaterial()
+{
+ return m_pResult->GetOwningMaterial();
+}
+
+
+//-----------------------------------------------------------------------------
+//
+// Base functional proxy; two sources (one is optional) and a result
+//
+//-----------------------------------------------------------------------------
+
+CFunctionProxy::CFunctionProxy() : m_pSrc1(0), m_pSrc2(0)
+{
+}
+
+CFunctionProxy::~CFunctionProxy()
+{
+}
+
+
+bool CFunctionProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
+{
+ if (!CResultProxy::Init( pMaterial, pKeyValues ))
+ return false;
+
+ char const* pSrcVar1 = pKeyValues->GetString( "srcVar1" );
+ if( !pSrcVar1 )
+ return false;
+
+ bool foundVar;
+ m_pSrc1 = pMaterial->FindVar( pSrcVar1, &foundVar, true );
+ if( !foundVar )
+ return false;
+
+ // Source 2 is optional, some math ops may be single-input
+ char const* pSrcVar2 = pKeyValues->GetString( "srcVar2" );
+ if( pSrcVar2 && (*pSrcVar2) )
+ {
+ m_pSrc2 = pMaterial->FindVar( pSrcVar2, &foundVar, true );
+ if( !foundVar )
+ return false;
+ }
+ else
+ {
+ m_pSrc2 = 0;
+ }
+
+ return true;
+}
+
+
+void CFunctionProxy::ComputeResultType( MaterialVarType_t& resultType, int& vecSize )
+{
+ // Feh, this is ugly. Basically, don't change the result type
+ // unless it's undefined.
+ resultType = m_pResult->GetType();
+ if (resultType == MATERIAL_VAR_TYPE_VECTOR)
+ {
+ if (m_ResultVecComp >= 0)
+ resultType = MATERIAL_VAR_TYPE_FLOAT;
+ vecSize = m_pResult->VectorSize();
+ }
+ else if (resultType == MATERIAL_VAR_TYPE_UNDEFINED)
+ {
+ resultType = m_pSrc1->GetType();
+ if (resultType == MATERIAL_VAR_TYPE_VECTOR)
+ {
+ vecSize = m_pSrc1->VectorSize();
+ }
+ else if ((resultType == MATERIAL_VAR_TYPE_UNDEFINED) && m_pSrc2)
+ {
+ resultType = m_pSrc2->GetType();
+ if (resultType == MATERIAL_VAR_TYPE_VECTOR)
+ {
+ vecSize = m_pSrc2->VectorSize();
+ }
+ }
+ }
+}
+