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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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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This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfConsoleEngine Header //
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// //
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//// Description /////////////////////////////////////////////////////////////
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// //
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// The engine is where parsing and execution of console commands takes //
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// place. It takes place independently of the interface, so that the //
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// execution can happen from an INI file, from a screen-based console or //
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// even a GUI interface. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfConsoleEngine_h
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#define _pfConsoleEngine_h
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#include "HeadSpin.h"
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class plFileName;
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//// pfConsoleEngine Class Definition ////////////////////////////////////////
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class pfConsoleCmdParam;
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class pfConsoleCmdGroup;
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class pfConsoleEngine
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{
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private:
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static const int32_t fMaxNumParams;
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bool IConvertToParam( uint8_t type, char *string, pfConsoleCmdParam *param );
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char fErrorMsg[ 128 ];
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char fLastErrorLine[ 512 ];
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void ISetErrorMsg(const char *msg ) { hsStrncpy( fErrorMsg, msg, sizeof( fErrorMsg ) ); }
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// Recursive function to build a string of the groups a command is in
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void IBuildCmdNameRecurse( pfConsoleCmdGroup *group, char *string );
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public:
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pfConsoleEngine();
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~pfConsoleEngine();
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// Gets the signature for the command given (NO groups!)
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const char *GetCmdSignature( char *name );
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// Prints out the help for a given command (or group)
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bool PrintCmdHelp( char *name, void (*PrintFn)( const char * ) );
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// Breaks the given line into a command and parameters and runs the command
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bool RunCommand( char *line, void (*PrintFn)( const char * ) );
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// Executes the given file as a sequence of console commands
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bool ExecuteFile( const plFileName &fileName );
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// Get the last reported error
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const char *GetErrorMsg( void ) { return fErrorMsg; }
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// Get the line for which the last reported error was for
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const char *GetLastErrorLine( void ) { return fLastErrorLine; }
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// Does command completion on a partially-complete console line
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bool FindPartialCmd( char *line, bool findAgain = false, bool perserveParams = false );
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// Does command completion without restrictions to any group, skipping the number of matches given
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bool FindNestedPartialCmd( char *line, uint32_t numToSkip, bool perserveParams = false );
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};
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//// Use in your Main module to provide Console functionality ////////////////
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#define PF_CONSOLE_LINK_FILE( name ) \
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void _console_##name##_file_dummy();
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#define PF_CONSOLE_INITIALIZE( name ) \
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_console_##name##_file_dummy();
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#define PF_CONSOLE_LINK_ALL() \
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PF_CONSOLE_LINK_FILE(Avatar) \
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PF_CONSOLE_LINK_FILE(CCR) \
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PF_CONSOLE_LINK_FILE(Core) \
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PF_CONSOLE_LINK_FILE(Game) \
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PF_CONSOLE_LINK_FILE(Main) \
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PF_CONSOLE_LINK_FILE(Net)
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#define PF_CONSOLE_INIT_ALL() \
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PF_CONSOLE_INITIALIZE(Avatar) \
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PF_CONSOLE_INITIALIZE(CCR) \
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PF_CONSOLE_INITIALIZE(Core) \
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PF_CONSOLE_INITIALIZE(Game) \
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PF_CONSOLE_INITIALIZE(Main) \
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PF_CONSOLE_INITIALIZE(Net)
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#endif //_pfConsoleEngine_h
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