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