mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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278 lines
12 KiB
C++
278 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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{
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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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{
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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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/*
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================================================
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idCommandLink is a convenient way to get a function registered as a
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ConsoleCommand without having to add an explicit call to idCmdSystem->AddCommand() in a startup
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function somewhere. Simply declare a static variable with the parameters and it will get
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executed before main(). For example:
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static idCommandLink sys_dumpMemory( "sys_dumpMemory", Sys_DumpMemory_f, "Walks the heap and reports stats" );
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================================================
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*/
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class idCommandLink
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{
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public:
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idCommandLink( const char* cmdName, cmdFunction_t function,
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const char* description, argCompletion_t argCompletion = NULL );
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idCommandLink* next;
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const char* cmdName_;
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cmdFunction_t function_;
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const char* description_;
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argCompletion_t argCompletion_;
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};
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// The command system will create commands for all the static definitions
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// when it initializes.
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idCommandLink* CommandLinks( idCommandLink* cl = NULL );
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/*
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================================================
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The CONSOLE_COMMAND macro is an even easier way to create a console command by
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automatically generating the idCommandLink variable, and it also allows all the
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command code to be stripped from a build with a single define. For example:
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CONSOLE_COMMAND( Sys_DumpMemory, "Walks the heap and reports stats" ) {
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// do stuff
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}
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NOTE: All CONSOLE_COMMANDs will be stripped with the shipping build unless it's
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created using the CONSOLE_COMMAND_SHIP macro.
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================================================
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*/
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#if defined ( ID_RETAIL ) && !defined( ID_RETAIL_INTERNAL )
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#define CONSOLE_COMMAND_SHIP CONSOLE_COMMAND_COMPILE
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#define CONSOLE_COMMAND CONSOLE_COMMAND_NO_COMPILE
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// We need to disable this warning to get commands that were made friends
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// of classes to compile as inline.
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// warning C4211: nonstandard extension used : redefined extern to static
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#pragma warning( disable : 4211 )
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// warning C4505: 'xxx' : unreferenced local function has been removed
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#pragma warning( disable : 4505 )
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#else
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#define CONSOLE_COMMAND_SHIP CONSOLE_COMMAND_COMPILE
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#define CONSOLE_COMMAND CONSOLE_COMMAND_COMPILE
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#endif
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// Turn console commands into static inline code, which will cause them to be
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// removed from the build.
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#define CONSOLE_COMMAND_NO_COMPILE( name, comment, completion ) \
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static inline void name ## _f( const idCmdArgs &args )
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// 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()')
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// I can't figure out how to disable this just around CONSOLE_COMMAND, so it must stay disabled everywhere,
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// which is a shame.
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//lint -e1568
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#define CONSOLE_COMMAND_COMPILE( name, comment, completion ) \
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void name ## _f( const idCmdArgs &args ); \
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idCommandLink name ## _v( #name, name ## _f, comment, completion ); \
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void name ## _f( const idCmdArgs &args )
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class idCmdSystem
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{
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public:
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virtual ~idCmdSystem() {}
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virtual void Init() = 0;
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virtual void Shutdown() = 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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virtual void ExecuteCommandText( const char* text ) = 0;
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virtual void AppendCommandText( const char* text ) = 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() = 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() = 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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{
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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_INLINE void idCmdSystem::ArgCompletion_Integer( const idCmdArgs& args, void( *callback )( const char* s ) )
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{
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for( int i = min; i <= max; i++ )
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{
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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_INLINE void idCmdSystem::ArgCompletion_String( const idCmdArgs& args, void( *callback )( const char* s ) )
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{
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for( int i = 0; strings[i]; i++ )
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{
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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_INLINE void idCmdSystem::ArgCompletion_Decl( const idCmdArgs& args, void( *callback )( const char* s ) )
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{
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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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{
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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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{
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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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{
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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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{
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "sound/", false, ".wav", 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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{
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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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{
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cmdSystem->ArgCompletion_FolderExtension( args, callback, "/", false, ".bik", 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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{
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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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{
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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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{
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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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