//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASETYPES_H
#define BASETYPES_H
#include "commonmacros.h"
#include "wchartypes.h"
#include "tier0/valve_off.h"
#ifdef _WIN32
#pragma once
#endif
#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
#define ExecuteNTimes( nTimes, x ) \
{ \
static int __executeCount=0;\
if ( __executeCount < nTimes )\
{ \
x; \
++__executeCount; \
} \
}
#define ExecuteOnce( x ) ExecuteNTimes( 1, x )
template <typename T>
inline T AlignValue( T val, unsigned alignment )
{
return (T)( ( (unsigned)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
#define M_PI 3.14159265358979323846
#ifndef min
#define min(a,b) (((a) < (b)) ? (a) : (b))
#endif
#ifndef max
#define max(a,b) (((a) > (b)) ? (a) : (b))
#endif
#ifdef __cplusplus
template< class T >
inline 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;
}
#endif
#ifndef FALSE
#define FALSE 0
#define TRUE (!FALSE)
#endif
typedef int BOOL;
typedef int qboolean;
typedef unsigned long ULONG;
typedef unsigned char BYTE;
typedef unsigned char byte;
typedef unsigned short word;
enum ThreeState_t
{
TRS_FALSE,
TRS_TRUE,
TRS_NONE,
};
typedef float vec_t;
// FIXME: this should move
#ifndef __cplusplus
#define true TRUE
#define false FALSE
#endif
//-----------------------------------------------------------------------------
// look for NANs, infinities, and underflows.
// This assumes the ANSI/IEEE 754-1985 standard
//-----------------------------------------------------------------------------
#ifdef __cplusplus
inline unsigned long& FloatBits( vec_t& f )
{
return *reinterpret_cast<unsigned long*>(&f);
}
inline unsigned long const& FloatBits( vec_t const& f )
{
return *reinterpret_cast<unsigned long const*>(&f);
}
inline vec_t BitsToFloat( unsigned long i )
{
return *reinterpret_cast<vec_t*>(&i);
}
inline bool IsFinite( vec_t f )
{
return ((FloatBits(f) & 0x7F800000) != 0x7F800000);
}
inline unsigned long FloatAbsBits( vec_t f )
{
return FloatBits(f) & 0x7FFFFFFF;
}
inline float FloatMakeNegative( vec_t f )
{
return BitsToFloat( FloatBits(f) | 0x80000000 );
}
#if defined( WIN32 )
//#include <math.h>
// Just use prototype from math.h
#ifdef __cplusplus
extern "C"
{
#endif
double __cdecl fabs(double);
#ifdef __cplusplus
}
#endif
// In win32 try to use the intrinsic fabs so the optimizer can do it's thing inline in the code
#pragma intrinsic( fabs )
// Also, alias float make positive to use fabs, too
// NOTE: Is there a perf issue with double<->float conversion?
inline float FloatMakePositive( vec_t f )
{
return (float)fabs( f );
}
#else
inline float FloatMakePositive( vec_t f )
{
return BitsToFloat( FloatBits(f) & 0x7FFFFFFF );
}
#endif
inline float FloatNegate( vec_t f )
{
return BitsToFloat( FloatBits(f) ^ 0x80000000 );
}
#define FLOAT32_NAN_BITS (unsigned long)0x7FC00000 // not a number!
#define FLOAT32_NAN BitsToFloat( FLOAT32_NAN_BITS )
#define VEC_T_NAN FLOAT32_NAN
#endif
// 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) (x = x) // for pesky compiler / lint warnings
#endif
#ifdef __cplusplus
struct vrect_t
{
int x,y,width,height;
vrect_t *pnext;
};
#endif
//-----------------------------------------------------------------------------
// 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() {}
static inline CIntHandle16<DummyType> MakeHandle( HANDLE_TYPE val )
{
return CIntHandle16<DummyType>( val );
}
protected:
inline CIntHandle16( HANDLE_TYPE val )
{
m_Handle = val;
}
};
template< class DummyType >
class CIntHandle32 : public CBaseIntHandle< unsigned long >
{
public:
inline CIntHandle32() {}
static inline CIntHandle32<DummyType> MakeHandle( HANDLE_TYPE val )
{
return CIntHandle32<DummyType>( 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)
#define UNIQUE_ID UID_CAT2(UID_PREFIX,__LINE__)
#include "tier0/valve_on.h"
#endif // BASETYPES_H
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
|
|