hl2_src-leak-2017/src/game/server/textstatsmgr.h
BotoX 60f625f414 import hl2_src from full.7z
source: magnet:?xt=urn:btih:21DDA6847DDE983F2F8063739249D2D1D09A5DDA
2020-12-25 16:26:23 +01:00

134 lines
3.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TEXTSTATSMGR_H
#define TEXTSTATSMGR_H
#ifdef _WIN32
#pragma once
#endif
#include "filesystem.h"
#include "utllinkedlist.h"
// Text stats get to print their stuff by implementing this type of function.
typedef void (*TextStatPrintFn)( IFileSystem *pFileSys, FileHandle_t hFile, void *pUserData );
typedef void (*TextStatFileFn)();
// The CTextStatsMgr is just a collection of CTextStat's that go into the same file.
class CTextStatsMgr
{
public:
CTextStatsMgr( void );
// Write a file with all the registered stats.
bool WriteFile( IFileSystem *pFileSystem, const char *pFilename = NULL );
// Get the preset filename to write stats to, if none is specified when writing
char *GetStatsFilename( void );
// Set the filename to write stats to, if none is specified when writing
void SetStatsFilename( char *sFilename );
private:
char m_szStatFilename[ MAX_PATH ];
};
// This is the default CTextStatsMgr, but there can be any number of them.
extern CTextStatsMgr g_TextStatsMgr;
// Make these to register text stat functions.
class CTextStat
{
friend class CTextStatsMgr;
public:
CTextStat();
CTextStat( TextStatPrintFn fn, void *pUserData, CTextStatsMgr *pMgr=&g_TextStatsMgr );
~CTextStat();
// This can be called if you don't want to pass parameters into the constructor.
void Init( TextStatPrintFn printFn, void *pUserData, CTextStatsMgr *pMgr=&g_TextStatsMgr );
void Term();
private:
// Special constructor to just tie off the linked list.
CTextStat( bool bGlobalListHead );
// The global list of CTextStats.
static CTextStat* GetTextStatsList();
static void RemoveFn( void *pUserData );
// Link it into the global list.
CTextStat *m_pPrev;
CTextStat *m_pNext;
CTextStatsMgr *m_pMgr;
TextStatPrintFn m_PrintFn;
void *m_pUserData;
};
// This class registers like a ConVar and acts like an int. When the game is shutdown,
// its value will be saved in the stats file along with its name.s
class CTextStatInt
{
public:
CTextStatInt( const char *pName, int initialValue=0, CTextStatsMgr *pMgr=&g_TextStatsMgr );
operator int() const { return m_Value; }
int operator=( int val ) { m_Value = val; return m_Value; }
int operator++() { m_Value++; return m_Value; }
int operator--() { m_Value--; return m_Value; }
int operator+=( int val ) { m_Value += val; return m_Value; }
int operator-=( int val ) { m_Value -= val; return m_Value; }
int operator*=( int val ) { m_Value *= val; return m_Value; }
int operator/=( int val ) { m_Value /= val; return m_Value; }
private:
static void PrintFn( IFileSystem *pFileSys, FileHandle_t hFile, void *pUserData );
private:
const char *m_pName;
int m_Value;
CTextStat m_Reg; // Use to register ourselves.
};
// This can be registered to get a callback when the text stats mgr is saving its files.
// You can write data out to your own file in here.
class CTextStatFile
{
public:
CTextStatFile( TextStatFileFn fn );
private:
friend class CTextStatsMgr;
static CTextStatFile *s_pHead;
CTextStatFile *m_pNext;
TextStatFileFn m_pFn;
};
#endif // TEXTSTATSMGR_H