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+/**
+ * vim: set ts=4 sw=4 tw=99 noet :
+ * =============================================================================
+ * SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved.
+ * =============================================================================
+ *
+ * This file is part of the SourceMod/SourcePawn SDK.
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License, version 3.0, as published by the
+ * Free Software Foundation.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ *
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * As a special exception, AlliedModders LLC gives you permission to link the
+ * code of this program (as well as its derivative works) to "Half-Life 2," the
+ * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
+ * by the Valve Corporation. You must obey the GNU General Public License in
+ * all respects for all other code used. Additionally, AlliedModders LLC grants
+ * this exception to all derivative works. AlliedModders LLC defines further
+ * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
+ * or <http://www.sourcemod.net/license.php>.
+ *
+ * Version: $Id$
+ */
+
+#if defined _convars_included
+ #endinput
+#endif
+#define _convars_included
+
+/**
+ * Console variable bound values used with Get/SetConVarBounds()
+ */
+enum ConVarBounds
+{
+ ConVarBound_Upper = 0,
+ ConVarBound_Lower
+};
+
+/**
+ * Console variable query result values.
+ */
+enum ConVarQueryResult
+{
+ ConVarQuery_Cancelled = -1, //< Client disconnected during query */
+ ConVarQuery_Okay = 0, //< Retrieval of client convar value was successful. */
+ ConVarQuery_NotFound, //< Client convar was not found. */
+ ConVarQuery_NotValid, //< A console command with the same name was found, but there is no convar. */
+ ConVarQuery_Protected //< Client convar was found, but it is protected. The server cannot retrieve its value. */
+};
+
+/**
+ * Called when a console variable's value is changed.
+ *
+ * @param convar Handle to the convar that was changed.
+ * @param oldValue String containing the value of the convar before it was changed.
+ * @param newValue String containing the new value of the convar.
+ */
+typedef ConVarChanged = function void (ConVar convar, const char[] oldValue, const char[] newValue);
+
+/**
+ * Creates a new console variable.
+ *
+ * @param name Name of new convar.
+ * @param defaultValue String containing the default value of new convar.
+ * @param description Optional description of the convar.
+ * @param flags Optional bitstring of flags determining how the convar should be handled. See FCVAR_* constants for more details.
+ * @param hasMin Optional boolean that determines if the convar has a minimum value.
+ * @param min Minimum floating point value that the convar can have if hasMin is true.
+ * @param hasMax Optional boolean that determines if the convar has a maximum value.
+ * @param max Maximum floating point value that the convar can have if hasMax is true.
+ * @return A handle to the newly created convar. If the convar already exists, a handle to it will still be returned.
+ * @error Convar name is blank or is the same as an existing console command.
+ */
+native ConVar CreateConVar(
+ const char[] name,
+ const char[] defaultValue,
+ const char[] description="",
+ int flags=0,
+ bool hasMin=false, float min=0.0,
+ bool hasMax=false, float max=0.0);
+
+/**
+ * Searches for a console variable.
+ *
+ * @param name Name of convar to find.
+ * @return A ConVar object if found; null otherwise.
+ */
+native ConVar FindConVar(const char[] name);
+
+// A ConVar is a configurable, named setting in the srcds console.
+methodmap ConVar < Handle
+{
+ // Retrieves or sets a boolean value for the convar.
+ property bool BoolValue {
+ public native get();
+ public native set(bool b);
+ }
+
+ // Retrieves or sets an integer value for the convar.
+ property int IntValue {
+ public native get();
+ public native set(int value);
+ }
+
+ // Retrieves or sets a float value for the convar.
+ property float FloatValue {
+ public native get();
+ public native set(float value);
+ }
+
+ // Gets or sets the flag bits (FCVAR_*) on the convar.
+ property int Flags {
+ public native get();
+ public native set(int flags);
+ }
+
+ // Retrieves the plugin handle of the convar's creator
+ property Handle Plugin {
+ public native get();
+ }
+
+ // Sets the boolean value of a console variable.
+ //
+ // Note: The replicate and notify params are only relevant for the
+ // original, Dark Messiah, and Episode 1 engines. Newer engines
+ // automatically do these things when the convar value is changed.
+ //
+ // @param value New boolean value.
+ // @param replicate If set to true, the new convar value will be set on all clients.
+ // This will only work if the convar has the FCVAR_REPLICATED flag
+ // and actually exists on clients.
+ // @param notify If set to true, clients will be notified that the convar has changed.
+ // This will only work if the convar has the FCVAR_NOTIFY flag.
+ public native void SetBool(bool value, bool replicate=false, bool notify=false);
+
+ // Sets the integer value of a console variable.
+ //
+ // Note: The replicate and notify params are only relevant for the
+ // original, Dark Messiah, and Episode 1 engines. Newer engines
+ // automatically do these things when the convar value is changed.
+ //
+ // @param value New integer value.
+ // @param replicate If set to true, the new convar value will be set on all clients.
+ // This will only work if the convar has the FCVAR_REPLICATED flag
+ // and actually exists on clients.
+ // @param notify If set to true, clients will be notified that the convar has changed.
+ // This will only work if the convar has the FCVAR_NOTIFY flag.
+ public native void SetInt(int value, bool replicate=false, bool notify=false);
+
+ // Sets the floating point value of a console variable.
+ //
+ // Note: The replicate and notify params are only relevant for the
+ // original, Dark Messiah, and Episode 1 engines. Newer engines
+ // automatically do these things when the convar value is changed.
+ //
+ // @param value New floating point value.
+ // @param replicate If set to true, the new convar value will be set on all clients.
+ // This will only work if the convar has the FCVAR_REPLICATED flag
+ // and actually exists on clients.
+ // @param notify If set to true, clients will be notified that the convar has changed.
+ // This will only work if the convar has the FCVAR_NOTIFY flag.
+ public native void SetFloat(float value, bool replicate=false, bool notify=false);
+
+ // Retrieves the string value of a console variable.
+ //
+ // @param value Buffer to store the value of the convar.
+ // @param maxlength Maximum length of string buffer.
+ public native void GetString(char[] value, int maxlength);
+
+ // Sets the string value of a console variable.
+ //
+ // Note: The replicate and notify params are only relevant for the
+ // original, Dark Messiah, and Episode 1 engines. Newer engines
+ // automatically do these things when the convar value is changed.
+ //
+ // @param value New string value.
+ // @param replicate If set to true, the new convar value will be set on all clients.
+ // This will only work if the convar has the FCVAR_REPLICATED flag
+ // and actually exists on clients.
+ // @param notify If set to true, clients will be notified that the convar has changed.
+ // This will only work if the convar has the FCVAR_NOTIFY flag.
+ public native void SetString(const char[] value, bool replicate=false, bool notify=false);
+
+ // Resets the console variable to its default value.
+ //
+ // Note: The replicate and notify params are only relevant for the
+ // original, Dark Messiah, and Episode 1 engines. Newer engines
+ // automatically do these things when the convar value is changed.
+ //
+ // @param replicate If set to true, the new convar value will be set on all clients.
+ // This will only work if the convar has the FCVAR_REPLICATED flag
+ // and actually exists on clients.
+ // @param notify If set to true, clients will be notified that the convar has changed.
+ // This will only work if the convar has the FCVAR_NOTIFY flag.
+ public native void RestoreDefault(bool replicate=false, bool notify=false);
+
+ // Retrieves the default string value of a console variable.
+ //
+ // @param value Buffer to store the default value of the convar.
+ // @param maxlength Maximum length of string buffer.
+ // @return Number of bytes written to the buffer (UTF-8 safe).
+ public native int GetDefault(char[] value, int maxlength);
+
+ // Retrieves the specified bound of a console variable.
+ //
+ // @param type Type of bound to retrieve, ConVarBound_Lower or ConVarBound_Upper.
+ // @param value By-reference cell to store the specified floating point bound value.
+ // @return True if the convar has the specified bound set, false otherwise.
+ public native bool GetBounds(ConVarBounds type, float &value);
+
+ // Sets the specified bound of a console variable.
+ //
+ // @param type Type of bound to set, ConVarBound_Lower or ConVarBound_Upper
+ // @param set If set to true, convar will use specified bound. If false, bound will be removed.
+ // @param value Floating point value to use as the specified bound.
+ public native void SetBounds(ConVarBounds type, bool set, float value=0.0);
+
+ // Retrieves the name of a console variable.
+ //
+ // @param name Buffer to store the name of the convar.
+ // @param maxlength Maximum length of string buffer.
+ public native void GetName(char[] name, int maxlength);
+
+ // Retrieves the description of a console variable.
+ //
+ // @param buffer Buffer to store the description of the convar.
+ // @param maxlength Maximum length of string buffer.
+ public native void GetDescription(char[] buffer, int maxlength);
+
+ // Replicates a convar value to a specific client. This does not change the actual convar value.
+ //
+ // @param client Client index
+ // @param value String value to send
+ // @return True on success, false on failure
+ // @error Invalid client index, client not in game, or client is fake
+ public native bool ReplicateToClient(int client, const char[] value);
+
+ // Creates a hook for when a console variable's value is changed.
+ //
+ // @param callback An OnConVarChanged function pointer.
+ public native void AddChangeHook(ConVarChanged callback);
+
+ // Removes a hook for when a console variable's value is changed.
+ //
+ // @param callback An OnConVarChanged function pointer.
+ // @error No active hook on convar.
+ public native void RemoveChangeHook(ConVarChanged callback);
+}
+
+/**
+ * Creates a hook for when a console variable's value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param callback An OnConVarChanged function pointer.
+ * @error Invalid or corrupt Handle or invalid callback function.
+ */
+native void HookConVarChange(Handle convar, ConVarChanged callback);
+
+/**
+ * Removes a hook for when a console variable's value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param callback An OnConVarChanged function pointer.
+ * @error Invalid or corrupt Handle, invalid callback function, or no active hook on convar.
+ */
+native void UnhookConVarChange(Handle convar, ConVarChanged callback);
+
+/**
+ * Returns the boolean value of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @return The boolean value of the convar.
+ * @error Invalid or corrupt Handle.
+ */
+native bool GetConVarBool(Handle convar);
+
+/**
+ * Sets the boolean value of a console variable.
+ *
+ * Note: The replicate and notify params are only relevant for the original, Dark Messiah, and
+ * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param value New boolean value.
+ * @param replicate If set to true, the new convar value will be set on all clients.
+ * This will only work if the convar has the FCVAR_REPLICATED flag
+ * and actually exists on clients.
+ * @param notify If set to true, clients will be notified that the convar has changed.
+ * This will only work if the convar has the FCVAR_NOTIFY flag.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetConVarBool(Handle convar, bool value, bool replicate=false, bool notify=false);
+
+/**
+ * Returns the integer value of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @return The integer value of the convar.
+ * @error Invalid or corrupt Handle.
+ */
+native int GetConVarInt(Handle convar);
+
+/**
+ * Sets the integer value of a console variable.
+ *
+ * Note: The replicate and notify params are only relevant for the original, Dark Messiah, and
+ * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param value New integer value.
+ * @param replicate If set to true, the new convar value will be set on all clients.
+ * This will only work if the convar has the FCVAR_REPLICATED flag
+ * and actually exists on clients.
+ * @param notify If set to true, clients will be notified that the convar has changed.
+ * This will only work if the convar has the FCVAR_NOTIFY flag.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetConVarInt(Handle convar, int value, bool replicate=false, bool notify=false);
+
+/**
+ * Returns the floating point value of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @return The floating point value of the convar.
+ * @error Invalid or corrupt Handle.
+ */
+native float GetConVarFloat(Handle convar);
+
+/**
+ * Sets the floating point value of a console variable.
+ *
+ * Note: The replicate and notify params are only relevant for the original, Dark Messiah, and
+ * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param value New floating point value.
+ * @param replicate If set to true, the new convar value will be set on all clients.
+ * This will only work if the convar has the FCVAR_REPLICATED flag
+ * and actually exists on clients.
+ * @param notify If set to true, clients will be notified that the convar has changed.
+ * This will only work if the convar has the FCVAR_NOTIFY flag.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetConVarFloat(Handle convar, float value, bool replicate=false, bool notify=false);
+
+/**
+ * Retrieves the string value of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @param value Buffer to store the value of the convar.
+ * @param maxlength Maximum length of string buffer.
+ * @error Invalid or corrupt Handle.
+ */
+native void GetConVarString(Handle convar, char[] value, int maxlength);
+
+/**
+ * Sets the string value of a console variable.
+ *
+ * Note: The replicate and notify params are only relevant for the original, Dark Messiah, and
+ * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param value New string value.
+ * @param replicate If set to true, the new convar value will be set on all clients.
+ * This will only work if the convar has the FCVAR_REPLICATED flag
+ * and actually exists on clients.
+ * @param notify If set to true, clients will be notified that the convar has changed.
+ * This will only work if the convar has the FCVAR_NOTIFY flag.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetConVarString(Handle convar, const char[] value, bool replicate=false, bool notify=false);
+
+/**
+ * Resets the console variable to its default value.
+ *
+ * Note: The replicate and notify params are only relevant for the original, Dark Messiah, and
+ * Episode 1 engines. Newer engines automatically do these things when the convar value is changed.
+ *
+ * @param convar Handle to the convar.
+ * @param replicate If set to true, the new convar value will be set on all clients.
+ * This will only work if the convar has the FCVAR_REPLICATED flag
+ * and actually exists on clients.
+ * @param notify If set to true, clients will be notified that the convar has changed.
+ * This will only work if the convar has the FCVAR_NOTIFY flag.
+ * @error Invalid or corrupt Handle.
+ */
+native void ResetConVar(Handle convar, bool replicate=false, bool notify=false);
+
+/**
+ * Retrieves the default string value of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @param value Buffer to store the default value of the convar.
+ * @param maxlength Maximum length of string buffer.
+ * @return Number of bytes written to the buffer (UTF-8 safe).
+ * @error Invalid or corrupt Handle.
+ */
+native int GetConVarDefault(Handle convar, char[] value, int maxlength);
+
+/**
+ * Returns the bitstring of flags on a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @return A bitstring containing the FCVAR_* flags that are enabled.
+ * @error Invalid or corrupt Handle.
+ */
+native int GetConVarFlags(Handle convar);
+
+/**
+ * Sets the bitstring of flags on a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @param flags A bitstring containing the FCVAR_* flags to enable.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetConVarFlags(Handle convar, int flags);
+
+/**
+ * Retrieves the specified bound of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @param type Type of bound to retrieve, ConVarBound_Lower or ConVarBound_Upper.
+ * @param value By-reference cell to store the specified floating point bound value.
+ * @return True if the convar has the specified bound set, false otherwise.
+ * @error Invalid or corrupt Handle.
+ */
+native bool GetConVarBounds(Handle convar, ConVarBounds type, float &value);
+
+/**
+ * Sets the specified bound of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @param type Type of bound to set, ConVarBound_Lower or ConVarBound_Upper
+ * @param set If set to true, convar will use specified bound. If false, bound will be removed.
+ * @param value Floating point value to use as the specified bound.
+ * @error Invalid or corrupt Handle.
+ */
+native void SetConVarBounds(Handle convar, ConVarBounds type, bool set, float value=0.0);
+
+/**
+ * Retrieves the name of a console variable.
+ *
+ * @param convar Handle to the convar.
+ * @param name Buffer to store the name of the convar.
+ * @param maxlength Maximum length of string buffer.
+ * @error Invalid or corrupt Handle.
+ */
+native void GetConVarName(Handle convar, char[] name, int maxlength);
+
+/**
+ * Replicates a convar value to a specific client. This does not change the actual convar value.
+ *
+ * @param client Client index
+ * @param convar ConVar handle
+ * @param value String value to send
+ * @return True on success, false on failure
+ * @error Invalid client index, client not in game, or client is fake
+ */
+native bool SendConVarValue(int client, Handle convar, const char[] value);
+
+typeset ConVarQueryFinished
+{
+ // Called when a query to retrieve a client's console variable has finished.
+ //
+ // @param cookie Unique identifier of query.
+ // @param client Player index.
+ // @param result Result of query that tells one whether or not query was successful.
+ // See ConVarQueryResult enum for more details.
+ // @param convarName Name of client convar that was queried.
+ // @param convarValue Value of client convar that was queried if successful. This will be "" if it was not.
+ // @param value Value that was passed when query was started.
+ function void (QueryCookie cookie, int client, ConVarQueryResult result, const char[] cvarName, const char[] cvarValue, any value);
+
+ // Called when a query to retrieve a client's console variable has finished.
+ //
+ // @param cookie Unique identifier of query.
+ // @param client Player index.
+ // @param result Result of query that tells one whether or not query was successful.
+ // See ConVarQueryResult enum for more details.
+ // @param convarName Name of client convar that was queried.
+ // @param convarValue Value of client convar that was queried if successful. This will be "" if it was not.
+ function void (QueryCookie cookie, int client, ConVarQueryResult result, const char[] cvarName, const char[] cvarValue);
+};
+
+/**
+ * Starts a query to retrieve the value of a client's console variable.
+ *
+ * @param client Player index.
+ * @param cvarName Name of client convar to query.
+ * @param callback A function to use as a callback when the query has finished.
+ * @param value Optional value to pass to the callback function.
+ * @return A cookie that uniquely identifies the query.
+ * Returns QUERYCOOKIE_FAILED on failure, such as when used on a bot.
+ */
+native QueryCookie QueryClientConVar(int client, const char[] cvarName, ConVarQueryFinished callback, any value=0);
+
+/**
+ * Returns true if the supplied character is valid in a ConVar name.
+ *
+ * @param c Character to validate.
+ * @return True is valid for ConVars, false otherwise
+ */
+stock bool IsValidConVarChar(int c)
+{
+ return (c == '_' || IsCharAlpha(c) || IsCharNumeric(c));
+}