/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ #ifndef __CMDSYSTEM_H__ #define __CMDSYSTEM_H__ /* =============================================================================== Console command execution and command text buffering. Any number of commands can be added in a frame from several different sources. Most commands come from either key bindings or console line input, but entire text files can be execed. Command execution takes a null terminated string, breaks it into tokens, then searches for a command or variable that matches the first token. =============================================================================== */ // command flags typedef enum { CMD_FL_ALL = -1, CMD_FL_CHEAT = BIT( 0 ), // command is considered a cheat CMD_FL_SYSTEM = BIT( 1 ), // system command CMD_FL_RENDERER = BIT( 2 ), // renderer command CMD_FL_SOUND = BIT( 3 ), // sound command CMD_FL_GAME = BIT( 4 ), // game command CMD_FL_TOOL = BIT( 5 ) // tool command } cmdFlags_t; // parameters for command buffer stuffing typedef enum { CMD_EXEC_NOW, // don't return until completed CMD_EXEC_INSERT, // insert at current position, but don't run yet CMD_EXEC_APPEND // add to end of the command buffer (normal case) } cmdExecution_t; // command function typedef void ( *cmdFunction_t )( const idCmdArgs& args ); // argument completion function typedef void ( *argCompletion_t )( const idCmdArgs& args, void( *callback )( const char* s ) ); /* ================================================ idCommandLink is a convenient way to get a function registered as a ConsoleCommand without having to add an explicit call to idCmdSystem->AddCommand() in a startup function somewhere. Simply declare a static variable with the parameters and it will get executed before main(). For example: static idCommandLink sys_dumpMemory( "sys_dumpMemory", Sys_DumpMemory_f, "Walks the heap and reports stats" ); ================================================ */ class idCommandLink { public: idCommandLink( const char* cmdName, cmdFunction_t function, const char* description, argCompletion_t argCompletion = NULL ); idCommandLink* next; const char* cmdName_; cmdFunction_t function_; const char* description_; argCompletion_t argCompletion_; }; // The command system will create commands for all the static definitions // when it initializes. idCommandLink* CommandLinks( idCommandLink* cl = NULL ); /* ================================================ The CONSOLE_COMMAND macro is an even easier way to create a console command by automatically generating the idCommandLink variable, and it also allows all the command code to be stripped from a build with a single define. For example: CONSOLE_COMMAND( Sys_DumpMemory, "Walks the heap and reports stats" ) { // do stuff } NOTE: All CONSOLE_COMMANDs will be stripped with the shipping build unless it's created using the CONSOLE_COMMAND_SHIP macro. ================================================ */ #if defined ( ID_RETAIL ) && !defined( ID_RETAIL_INTERNAL ) #define CONSOLE_COMMAND_SHIP CONSOLE_COMMAND_COMPILE #define CONSOLE_COMMAND CONSOLE_COMMAND_NO_COMPILE // We need to disable this warning to get commands that were made friends // of classes to compile as inline. // warning C4211: nonstandard extension used : redefined extern to static #pragma warning( disable : 4211 ) // warning C4505: 'xxx' : unreferenced local function has been removed #pragma warning( disable : 4505 ) #else #define CONSOLE_COMMAND_SHIP CONSOLE_COMMAND_COMPILE #define CONSOLE_COMMAND CONSOLE_COMMAND_COMPILE #endif // Turn console commands into static inline code, which will cause them to be // removed from the build. #define CONSOLE_COMMAND_NO_COMPILE( name, comment, completion ) \ static inline void name ## _f( const idCmdArgs &args ) // lint incorrectly gives this for all console commands: Issue 1568: (Warning -- Variable 'TestAtomicString_v' accesses variable 'atomicStringManager' before the latter is initialized through calls: 'TestAtomicString_f() => idAtomicString::FreeDynamic()') // I can't figure out how to disable this just around CONSOLE_COMMAND, so it must stay disabled everywhere, // which is a shame. //lint -e1568 #define CONSOLE_COMMAND_COMPILE( name, comment, completion ) \ void name ## _f( const idCmdArgs &args ); \ idCommandLink name ## _v( #name, name ## _f, comment, completion ); \ void name ## _f( const idCmdArgs &args ) class idCmdSystem { public: virtual ~idCmdSystem() {} virtual void Init() = 0; virtual void Shutdown() = 0; // Registers a command and the function to call for it. virtual void AddCommand( const char* cmdName, cmdFunction_t function, int flags, const char* description, argCompletion_t argCompletion = NULL ) = 0; // Removes a command. virtual void RemoveCommand( const char* cmdName ) = 0; // Remove all commands with one of the flags set. virtual void RemoveFlaggedCommands( int flags ) = 0; // Command and argument completion using callback for each valid string. virtual void CommandCompletion( void( *callback )( const char* s ) ) = 0; virtual void ArgCompletion( const char* cmdString, void( *callback )( const char* s ) ) = 0; virtual void ExecuteCommandText( const char* text ) = 0; virtual void AppendCommandText( const char* text ) = 0; // Adds command text to the command buffer, does not add a final \n virtual void BufferCommandText( cmdExecution_t exec, const char* text ) = 0; // Pulls off \n \r or ; terminated lines of text from the command buffer and // executes the commands. Stops when the buffer is empty. // Normally called once per frame, but may be explicitly invoked. virtual void ExecuteCommandBuffer() = 0; // Base for path/file auto-completion. virtual void ArgCompletion_FolderExtension( const idCmdArgs& args, void( *callback )( const char* s ), const char* folder, bool stripFolder, ... ) = 0; // Base for decl name auto-completion. virtual void ArgCompletion_DeclName( const idCmdArgs& args, void( *callback )( const char* s ), int type ) = 0; // Adds to the command buffer in tokenized form ( CMD_EXEC_NOW or CMD_EXEC_APPEND only ) virtual void BufferCommandArgs( cmdExecution_t exec, const idCmdArgs& args ) = 0; // Setup a reloadEngine to happen on next command run, and give a command to execute after reload virtual void SetupReloadEngine( const idCmdArgs& args ) = 0; virtual bool PostReloadEngine() = 0; // Default argument completion functions. static void ArgCompletion_Boolean( const idCmdArgs& args, void( *callback )( const char* s ) ); template static void ArgCompletion_Integer( const idCmdArgs& args, void( *callback )( const char* s ) ); template static void ArgCompletion_String( const idCmdArgs& args, void( *callback )( const char* s ) ); template static void ArgCompletion_Decl( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_FileName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_MapName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_ModelName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_SoundName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_ImageName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_VideoName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_ConfigName( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_SaveGame( const idCmdArgs& args, void( *callback )( const char* s ) ); static void ArgCompletion_DemoName( const idCmdArgs& args, void( *callback )( const char* s ) ); }; extern idCmdSystem* cmdSystem; ID_INLINE void idCmdSystem::ArgCompletion_Boolean( const idCmdArgs& args, void( *callback )( const char* s ) ) { callback( va( "%s 0", args.Argv( 0 ) ) ); callback( va( "%s 1", args.Argv( 0 ) ) ); } template ID_INLINE void idCmdSystem::ArgCompletion_Integer( const idCmdArgs& args, void( *callback )( const char* s ) ) { for( int i = min; i <= max; i++ ) { callback( va( "%s %d", args.Argv( 0 ), i ) ); } } template ID_INLINE void idCmdSystem::ArgCompletion_String( const idCmdArgs& args, void( *callback )( const char* s ) ) { for( int i = 0; strings[i]; i++ ) { callback( va( "%s %s", args.Argv( 0 ), strings[i] ) ); } } template ID_INLINE void idCmdSystem::ArgCompletion_Decl( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_DeclName( args, callback, type ); } ID_INLINE void idCmdSystem::ArgCompletion_FileName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", true, "", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_MapName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "maps/", true, ".map", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_ModelName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_SoundName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "sound/", false, ".wav", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_ImageName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", false, ".tga", ".dds", ".jpg", ".pcx", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_VideoName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", false, ".bik", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_ConfigName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", true, ".cfg", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_SaveGame( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "SaveGames/", true, ".save", NULL ); } ID_INLINE void idCmdSystem::ArgCompletion_DemoName( const idCmdArgs& args, void( *callback )( const char* s ) ) { cmdSystem->ArgCompletion_FolderExtension( args, callback, "demos/", true, ".demo", NULL ); } #endif /* !__CMDSYSTEM_H__ */