mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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189 lines
9 KiB
C
189 lines
9 KiB
C
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __CMDSYSTEM_H__
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#define __CMDSYSTEM_H__
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/*
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===============================================================================
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Console command execution and command text buffering.
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Any number of commands can be added in a frame from several different
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sources. Most commands come from either key bindings or console line input,
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but entire text files can be execed.
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Command execution takes a null terminated string, breaks it into tokens,
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then searches for a command or variable that matches the first token.
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===============================================================================
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*/
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// command flags
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typedef enum {
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CMD_FL_ALL = -1,
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CMD_FL_CHEAT = BIT(0), // command is considered a cheat
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CMD_FL_SYSTEM = BIT(1), // system command
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CMD_FL_RENDERER = BIT(2), // renderer command
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CMD_FL_SOUND = BIT(3), // sound command
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CMD_FL_GAME = BIT(4), // game command
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CMD_FL_TOOL = BIT(5) // tool command
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} cmdFlags_t;
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// parameters for command buffer stuffing
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typedef enum {
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CMD_EXEC_NOW, // don't return until completed
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CMD_EXEC_INSERT, // insert at current position, but don't run yet
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CMD_EXEC_APPEND // add to end of the command buffer (normal case)
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} cmdExecution_t;
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// command function
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typedef void (*cmdFunction_t)( const idCmdArgs &args );
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// argument completion function
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typedef void (*argCompletion_t)( const idCmdArgs &args, void(*callback)( const char *s ) );
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class idCmdSystem {
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public:
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virtual ~idCmdSystem( void ) {}
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virtual void Init( void ) = 0;
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virtual void Shutdown( void ) = 0;
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// Registers a command and the function to call for it.
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virtual void AddCommand( const char *cmdName, cmdFunction_t function, int flags, const char *description, argCompletion_t argCompletion = NULL ) = 0;
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// Removes a command.
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virtual void RemoveCommand( const char *cmdName ) = 0;
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// Remove all commands with one of the flags set.
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virtual void RemoveFlaggedCommands( int flags ) = 0;
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// Command and argument completion using callback for each valid string.
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virtual void CommandCompletion( void(*callback)( const char *s ) ) = 0;
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virtual void ArgCompletion( const char *cmdString, void(*callback)( const char *s ) ) = 0;
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// Adds command text to the command buffer, does not add a final \n
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virtual void BufferCommandText( cmdExecution_t exec, const char *text ) = 0;
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// Pulls off \n \r or ; terminated lines of text from the command buffer and
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// executes the commands. Stops when the buffer is empty.
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// Normally called once per frame, but may be explicitly invoked.
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virtual void ExecuteCommandBuffer( void ) = 0;
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// Base for path/file auto-completion.
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virtual void ArgCompletion_FolderExtension( const idCmdArgs &args, void(*callback)( const char *s ), const char *folder, bool stripFolder, ... ) = 0;
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// Base for decl name auto-completion.
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virtual void ArgCompletion_DeclName( const idCmdArgs &args, void(*callback)( const char *s ), int type ) = 0;
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// Adds to the command buffer in tokenized form ( CMD_EXEC_NOW or CMD_EXEC_APPEND only )
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virtual void BufferCommandArgs( cmdExecution_t exec, const idCmdArgs &args ) = 0;
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// Setup a reloadEngine to happen on next command run, and give a command to execute after reload
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virtual void SetupReloadEngine( const idCmdArgs &args ) = 0;
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virtual bool PostReloadEngine( void ) = 0;
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// Default argument completion functions.
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static void ArgCompletion_Boolean( const idCmdArgs &args, void(*callback)( const char *s ) );
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template<int min,int max>
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static void ArgCompletion_Integer( const idCmdArgs &args, void(*callback)( const char *s ) );
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template<const char **strings>
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static void ArgCompletion_String( const idCmdArgs &args, void(*callback)( const char *s ) );
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template<int type>
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static void ArgCompletion_Decl( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_FileName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_MapName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_ModelName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_SoundName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_ImageName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_VideoName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_ConfigName( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_SaveGame( const idCmdArgs &args, void(*callback)( const char *s ) );
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static void ArgCompletion_DemoName( const idCmdArgs &args, void(*callback)( const char *s ) );
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};
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extern idCmdSystem * cmdSystem;
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ID_INLINE void idCmdSystem::ArgCompletion_Boolean( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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callback( va( "%s 0", args.Argv( 0 ) ) );
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callback( va( "%s 1", args.Argv( 0 ) ) );
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}
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template<int min,int max> ID_STATIC_TEMPLATE ID_INLINE void idCmdSystem::ArgCompletion_Integer( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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for ( int i = min; i <= max; i++ ) {
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callback( va( "%s %d", args.Argv( 0 ), i ) );
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}
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}
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template<const char **strings> ID_STATIC_TEMPLATE ID_INLINE void idCmdSystem::ArgCompletion_String( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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for ( int i = 0; strings[i]; i++ ) {
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callback( va( "%s %s", args.Argv( 0 ), strings[i] ) );
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}
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}
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template<int type> ID_STATIC_TEMPLATE ID_INLINE void idCmdSystem::ArgCompletion_Decl( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_DeclName( args, callback, type );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_FileName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", true, "", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_MapName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "maps/", true, ".map", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_ModelName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_SoundName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "sound/", false, ".wav", ".ogg", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_ImageName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", false, ".tga", ".dds", ".jpg", ".pcx", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_VideoName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "video/", false, ".roq", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_ConfigName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", true, ".cfg", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_SaveGame( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "SaveGames/", true, ".save", NULL );
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}
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ID_INLINE void idCmdSystem::ArgCompletion_DemoName( const idCmdArgs &args, void(*callback)( const char *s ) ) {
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "demos/", true, ".demo", NULL );
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}
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#endif /* !__CMDSYSTEM_H__ */
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