/* =========================================================================== 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 __CONSOLE_H__ #define __CONSOLE_H__ enum justify_t { JUSTIFY_LEFT, JUSTIFY_RIGHT, JUSTIFY_CENTER_LEFT, JUSTIFY_CENTER_RIGHT }; class idOverlayHandle { friend class idConsoleLocal; public: idOverlayHandle() : index( -1 ), time( 0 ) {} private: int index; int time; }; /* =============================================================================== The console is strictly for development and advanced users. It should never be used to convey actual game information to the user, which should always be done through a GUI. The force options are for the editor console display window, which doesn't respond to pull up / pull down =============================================================================== */ class idConsole { public: virtual ~idConsole() {} virtual void Init() = 0; virtual void Shutdown() = 0; virtual bool ProcessEvent( const sysEvent_t* event, bool forceAccept ) = 0; // the system code can release the mouse pointer when the console is active virtual bool Active() = 0; // clear the timers on any recent prints that are displayed in the notify lines virtual void ClearNotifyLines() = 0; // some console commands, like timeDemo, will force the console closed before they start virtual void Close() = 0; virtual void Draw( bool forceFullScreen ) = 0; virtual void Print( const char* text ) = 0; virtual void PrintOverlay( idOverlayHandle& handle, justify_t justify, VERIFY_FORMAT_STRING const char* text, ... ) = 0; virtual idDebugGraph* CreateGraph( int numItems ) = 0; virtual void DestroyGraph( idDebugGraph* graph ) = 0; }; extern idConsole* console; // statically initialized to an idConsoleLocal #endif /* !__CONSOLE_H__ */