808 lines
35 KiB
C++
Executable File
808 lines
35 KiB
C++
Executable File
//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _CONSOLE_H_
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#define _CONSOLE_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _BITSET_H_
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#include "core/bitSet.h"
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#endif
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#include <stdarg.h>
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class SimObject;
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struct EnumTable;
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class Namespace;
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/// Indicates that warnings about undefined script variables should be displayed.
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///
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/// @note This is set and controlled by script.
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extern bool gWarnUndefinedScriptVariables;
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enum StringTableConstants
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{
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StringTagPrefixByte = 0x01 ///< Magic value prefixed to tagged strings.
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};
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/// Represents an entry in the log.
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struct ConsoleLogEntry
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{
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/// This field indicates the severity of the log entry.
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///
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/// Log entries are filtered and displayed differently based on
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/// their severity. Errors are highlighted red, while normal entries
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/// are displayed as normal text. Often times, the engine will be
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/// configured to hide all log entries except warnings or errors,
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/// or to perform a special notification when it encounters an error.
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enum Level
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{
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Normal = 0,
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Warning,
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Error,
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NUM_CLASS
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} mLevel;
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/// Used to associate a log entry with a module.
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///
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/// Log entries can come from different sources; for instance,
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/// the scripting engine, or the network code. This allows the
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/// logging system to be aware of where different log entries
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/// originated from.
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enum Type
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{
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General = 0,
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Assert,
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Script,
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GUI,
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Network,
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NUM_TYPE
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} mType;
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/// Indicates the actual log entry.
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///
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/// This contains a description of the event being logged.
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/// For instance, "unable to access file", or "player connected
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/// successfully", or nearly anything else you might imagine.
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///
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/// Typically, the description should contain a concise, descriptive
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/// string describing whatever is being logged. Whenever possible,
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/// include useful details like the name of the file being accessed,
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/// or the id of the player or GuiControl, so that if a log needs
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/// to be used to locate a bug, it can be done as painlessly as
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/// possible.
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const char *mString;
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};
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/// Scripting engine representation of an enum.
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///
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/// This data structure is used by the scripting engine
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/// to expose enumerations to the scripting language. It
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/// acts to relate named constants to integer values, just
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/// like an enum in C++.
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struct EnumTable
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{
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/// Number of enumerated items in the table.
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S32 size;
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/// This represents a specific item in the enumeration.
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struct Enums
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{
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S32 index; ///< Index label maps to.
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const char *label;///< Label for this index.
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};
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Enums *table;
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/// Constructor.
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///
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/// This sets up the EnumTable with predefined data.
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///
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/// @param sSize Size of the table.
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/// @param sTable Pointer to table of Enums.
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///
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/// @see gLiquidTypeTable
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/// @see gAlignTable
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EnumTable(S32 sSize, Enums *sTable)
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{ size = sSize; table = sTable; }
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};
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typedef const char *StringTableEntry;
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/// @defgroup console_callbacks Scripting Engine Callbacks
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///
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/// The scripting engine makes heavy use of callbacks to represent
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/// function exposed to the scripting language. StringCallback,
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/// IntCallback, FloatCallback, VoidCallback, and BoolCallback all
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/// represent exposed script functions returning different types.
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///
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/// ConsumerCallback is used with the function Con::addConsumer; functions
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/// registered with Con::addConsumer are called whenever something is outputted
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/// to the console. For instance, the TelnetConsole registers itself with the
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/// console so it can echo the console over the network.
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///
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/// @note Callbacks to the scripting language - for instance, onExit(), which is
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/// a script function called when the engine is shutting down - are handled
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/// using Con::executef() and kin.
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/// @{
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///
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typedef const char * (*StringCallback)(SimObject *obj, S32 argc, const char *argv[]);
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typedef S32 (*IntCallback)(SimObject *obj, S32 argc, const char *argv[]);
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typedef F32 (*FloatCallback)(SimObject *obj, S32 argc, const char *argv[]);
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typedef void (*VoidCallback)(SimObject *obj, S32 argc, const char *argv[]); // We have it return a value so things don't break..
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typedef bool (*BoolCallback)(SimObject *obj, S32 argc, const char *argv[]);
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typedef void (*ConsumerCallback)(ConsoleLogEntry::Level level, const char *consoleLine);
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/// @}
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/// @defgroup console_types Scripting Engine Type Functions
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///
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/// @see Con::registerType
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/// @{
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typedef const char* (*GetDataFunction)(void *dptr, EnumTable *tbl, BitSet32 flag);
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typedef void (*SetDataFunction)(void *dptr, S32 argc, const char **argv, EnumTable *tbl, BitSet32 flag);
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/// @}
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/// This namespace contains the core of the console functionality.
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///
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/// @section con_intro Introduction
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///
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/// The console is a key part of Torque's architecture. It allows direct run-time control
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/// of many aspects of the engine.
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///
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/// @nosubgrouping
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namespace Con
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{
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/// Various configuration constants.
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enum Constants
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{
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/// This is the version number associated with DSO files.
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///
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/// If you make any changes to the way the scripting language works
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/// (such as DSO format changes, adding/removing op-codes) that would
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/// break compatibility, then you should increment this.
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///
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/// If you make a really major change, increment it to the next multiple
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/// of ten.
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///
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/// 12/29/04 - BJG - 33->34 Removed some opcodes, part of namespace upgrade.
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/// 12/30/04 - BJG - 34->35 Reordered some things, further general shuffling.
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/// 11/03/05 - BJG - 35->36 Integrated new debugger code.
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DSOVersion = 36,
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MaxLineLength = 512, ///< Maximum length of a line of console input.
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MaxDataTypes = 256 ///< Maximum number of registered data types.
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};
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/// @name Control Functions
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///
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/// The console must be initialized and shutdown appropriately during the
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/// lifetime of the app. These functions are used to manage this behavior.
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///
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/// @note Torque deals with this aspect of console management, so you don't need
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/// to call these functions in normal usage of the engine.
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/// @{
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/// Initializes the console.
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///
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/// This performs the following steps:
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/// - Calls Namespace::init() to initialize the scripting namespace hierarchy.
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/// - Calls ConsoleConstructor::setup() to initialize globally defined console
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/// methods and functions.
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/// - Registers some basic global script variables.
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/// - Calls AbstractClassRep::init() to initialize Torque's class database.
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/// - Registers some basic global script functions that couldn't usefully
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/// be defined anywhere else.
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void init();
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/// Shuts down the console.
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///
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/// This performs the following steps:
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/// - Closes the console log file.
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/// - Calls Namespace::shutdown() to shut down the scripting namespace hierarchy.
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void shutdown();
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/// Is the console active at this time?
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bool isActive();
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/// @}
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/// @name Console Consumers
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///
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/// The console distributes its output through Torque by using
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/// consumers. Every time a new line is printed to the console,
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/// all the ConsumerCallbacks registered using addConsumer are
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/// called, in order.
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///
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/// @note The GuiConsole control, which provides the on-screen
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/// in-game console, uses a different technique to render
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/// the console. It calls getLockLog() to lock the Vector
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/// of on-screen console entries, then it renders them as
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/// needed. While the Vector is locked, the console will
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/// not change the Vector. When the GuiConsole control is
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/// done with the console entries, it calls unlockLog()
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/// to tell the console that it is again safe to modify
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/// the Vector.
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///
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/// @see TelnetConsole
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/// @see TelnetDebugger
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/// @see WinConsole
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/// @see MacCarbConsole
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/// @see StdConsole
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/// @see ConsoleLogger
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///
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/// @{
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void addConsumer(ConsumerCallback cb);
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void removeConsumer(ConsumerCallback cb);
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/// @}
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/// @name Miscellaneous
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/// @{
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/// Remove color marking information from a string.
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///
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/// @note It does this in-place, so be careful! It may
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/// potentially blast data if you're not careful.
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/// When in doubt, make a copy of the string first.
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void stripColorChars(char* line);
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/// Convert from a relative script path to an absolute script path.
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///
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/// This is used in (among other places) the exec() script function, which
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/// takes a parameter indicating a script file and executes it. Script paths
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/// can be one of:
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/// - <b>Absolute:</b> <i>fps/foo/bar.cs</i> Paths of this sort are passed
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/// through.
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/// - <b>Mod-relative:</b> <i>~/foo/bar.cs</i> Paths of this sort have their
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/// replaced with the name of the current mod.
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/// - <b>File-relative:</b> <i>./baz/blip.cs</i> Paths of this sort are
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/// calculated relative to the path of the current scripting file.
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///
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/// @note This function determines paths relative to the currently executing
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/// CodeBlock. Calling it outside of script execution will result in
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/// it directly copying src to filename, since it won't know to what the
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/// path is relative!
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///
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/// @param filename Pointer to string buffer to fill with absolute path.
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/// @param size Size of buffer pointed to by filename.
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/// @param src Original, possibly relative script path.
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bool expandScriptFilename(char *filename, U32 size, const char *src);
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/// Returns true if fn is a global scripting function.
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///
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/// This looks in the global namespace. It also checks to see if fn
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/// is in the StringTable; if not, it returns false.
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bool isFunction(const char *fn);
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/// This is the basis for tab completion in the console.
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///
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/// @note This is an internally used function. You probably don't
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/// care much about how this works.
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///
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/// This function does some basic parsing to try to ascertain the namespace in which
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/// we are attempting to do tab completion, then bumps control off to the appropriate
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/// tabComplete function, either in SimObject or Namespace.
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///
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/// @param inputBuffer Pointer to buffer containing starting data, or last result.
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/// @param cursorPos Location of cursor in this buffer. This is used to indicate
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/// what part of the string should be kept and what part should
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/// be advanced to the next match if any.
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/// @param maxResultLength Maximum amount of result data to put into inputBuffer. This
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/// is capped by MaxCompletionBufferSize.
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/// @param forwardTab Should we go forward to next match or backwards to previous
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/// match? True indicates forward.
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U32 tabComplete(char* inputBuffer, U32 cursorPos, U32 maxResultLength, bool forwardTab);
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/// @}
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/// @name Variable Management
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/// @{
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/// Add a console variable that references the value of a variable in C++ code.
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///
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/// If a value is assigned to the console variable the C++ variable is updated,
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/// and vice-versa.
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///
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/// @param name Global console variable name to create
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/// @param type The type of the C++ variable; see the ConsoleDynamicTypes enum for a complete list.
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/// @param pointer Pointer to the variable.
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/// @see ConsoleDynamicTypes
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bool addVariable(const char *name, S32 type, void *pointer);
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/// Remove a console variable.
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///
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/// @param name Global console variable name to remove
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/// @return true if variable existed before removal.
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bool removeVariable(const char *name);
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/// Assign a string value to a locally scoped console variable
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///
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/// @note The context of the variable is determined by gEvalState; that is,
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/// by the currently executing code.
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///
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/// @param name Local console variable name to set
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/// @param value String value to assign to name
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void setLocalVariable(const char *name, const char *value);
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/// Retrieve the string value to a locally scoped console variable
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///
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/// @note The context of the variable is determined by gEvalState; that is,
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/// by the currently executing code.
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///
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/// @param name Local console variable name to get
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const char* getLocalVariable(const char* name);
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/// @}
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/// @name Global Variable Accessors
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/// @{
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/// Assign a string value to a global console variable
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/// @param name Global console variable name to set
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/// @param value String value to assign to this variable.
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void setVariable(const char *name, const char *value);
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/// Retrieve the string value of a global console variable
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/// @param name Global Console variable name to query
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/// @return The string value of the variable or "" if the variable does not exist.
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const char* getVariable(const char* name);
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/// Same as setVariable(), but for bools.
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void setBoolVariable (const char* name,bool var);
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/// Same as getVariable(), but for bools.
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///
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/// @param name Name of the variable.
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/// @param def Default value to supply if no matching variable is found.
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bool getBoolVariable (const char* name,bool def = false);
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/// Same as setVariable(), but for ints.
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void setIntVariable (const char* name,S32 var);
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/// Same as getVariable(), but for ints.
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///
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/// @param name Name of the variable.
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/// @param def Default value to supply if no matching variable is found.
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S32 getIntVariable (const char* name,S32 def = 0);
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/// Same as setVariable(), but for floats.
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void setFloatVariable(const char* name,F32 var);
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/// Same as getVariable(), but for floats.
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///
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/// @param name Name of the variable.
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/// @param def Default value to supply if no matching variable is found.
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F32 getFloatVariable(const char* name,F32 def = .0f);
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/// @}
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/// @name Global Function Registration
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/// @{
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/// Register a C++ function with the console making it a global function callable from the scripting engine.
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///
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/// @param name Name of the new function.
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/// @param cb Pointer to the function implementing the scripting call; a console callback function returning a specific type value.
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/// @param usage Documentation for this function. @ref console_autodoc
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/// @param minArgs Minimum number of arguments this function accepts
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/// @param maxArgs Maximum number of arguments this function accepts
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void addCommand(const char *name, StringCallback cb, const char *usage, S32 minArgs, S32 maxArgs);
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void addCommand(const char *name, IntCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
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void addCommand(const char *name, FloatCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
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void addCommand(const char *name, VoidCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
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void addCommand(const char *name, BoolCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
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/// @}
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/// @name Namespace Function Registration
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/// @{
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/// Register a C++ function with the console making it callable
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/// as a method of the given namespace from the scripting engine.
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///
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/// @param nameSpace Name of the namespace to associate the new function with; this is usually the name of a class.
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/// @param name Name of the new function.
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/// @param cb Pointer to the function implementing the scripting call; a console callback function returning a specific type value.
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/// @param usage Documentation for this function. @ref console_autodoc
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/// @param minArgs Minimum number of arguments this function accepts
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/// @param maxArgs Maximum number of arguments this function accepts
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void addCommand(const char *nameSpace, const char *name,StringCallback cb, const char *usage, S32 minArgs, S32 maxArgs);
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void addCommand(const char *nameSpace, const char *name,IntCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char*, const char *, StringCallback, const char *, S32, S32)
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void addCommand(const char *nameSpace, const char *name,FloatCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char*, const char *, StringCallback, const char *, S32, S32)
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void addCommand(const char *nameSpace, const char *name,VoidCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char*, const char *, StringCallback, const char *, S32, S32)
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void addCommand(const char *nameSpace, const char *name,BoolCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char*, const char *, StringCallback, const char *, S32, S32)
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/// @}
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/// @name Special Purpose Registration
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///
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/// These are special-purpose functions that exist to allow commands to be grouped, so
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/// that when we generate console docs, they can be more meaningfully presented.
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///
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/// @ref console_autodoc "Click here for more information about console docs and grouping."
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///
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/// @{
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void markCommandGroup (const char * nsName, const char *name, const char* usage=NULL);
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void beginCommandGroup(const char * nsName, const char *name, const char* usage);
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void endCommandGroup (const char * nsName, const char *name);
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/// @deprecated
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void addOverload (const char * nsName, const char *name, const char *altUsage);
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/// @}
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/// @name Console Output
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///
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/// These functions process the formatted string and pass it to all the ConsumerCallbacks that are
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/// currently registered. The console log file and the console window callbacks are installed by default.
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///
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/// @see addConsumer()
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/// @see removeConsumer()
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/// @{
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/// @param _format A stdlib printf style formatted out put string
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/// @param ... Variables to be written
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void printf(const char *_format, ...);
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/// @note The console window colors warning text as LIGHT GRAY.
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/// @param _format A stdlib printf style formatted out put string
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/// @param ... Variables to be written
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void warnf(const char *_format, ...);
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/// @note The console window colors warning text as RED.
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/// @param _format A stdlib printf style formatted out put string
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/// @param ... Variables to be written
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void errorf(const char *_format, ...);
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/// @note The console window colors warning text as LIGHT GRAY.
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/// @param type Allows you to associate the warning message with an internal module.
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/// @param _format A stdlib printf style formatted out put string
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/// @param ... Variables to be written
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/// @see Con::warnf()
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void warnf(ConsoleLogEntry::Type type, const char *_format, ...);
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/// @note The console window colors warning text as RED.
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/// @param type Allows you to associate the warning message with an internal module.
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/// @param _format A stdlib printf style formatted out put string
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/// @param ... Variables to be written
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/// @see Con::errorf()
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void errorf(ConsoleLogEntry::Type type, const char *_format, ...);
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/// @}
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/// Returns true when called from the main thread, false otherwise
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bool isMainThread();
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/// @name Console Execution
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///
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/// These are functions relating to the execution of script code.
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///
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/// @{
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/// Call a script function from C/C++ code.
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///
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/// @param argc Number of elements in the argv parameter
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/// @param argv A character string array containing the name of the function
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/// to call followed by the arguments to that function.
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/// @code
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/// // Call a Torque script function called mAbs, having one parameter.
|
|
/// char* argv[] = {"abs", "-9"};
|
|
/// char* result = execute(2, argv);
|
|
/// @endcode
|
|
const char *execute(S32 argc, const char* argv[]);
|
|
|
|
/// @see execute(S32 argc, const char* argv[])
|
|
const char *executef(S32 argc, ...);
|
|
|
|
/// Call a Torque Script member function of a SimObject from C/C++ code.
|
|
/// @param object Object on which to execute the method call.
|
|
/// @param argc Number of elements in the argv parameter (must be >2, see argv)
|
|
/// @param argv A character string array containing the name of the member function
|
|
/// to call followed by an empty parameter (gets filled with object ID)
|
|
/// followed by arguments to that function.
|
|
/// @code
|
|
/// // Call the method setMode() on an object, passing it one parameter.
|
|
///
|
|
/// char* argv[] = {"setMode", "", "2"};
|
|
/// char* result = execute(mysimobject, 3, argv);
|
|
/// @endcode
|
|
const char *execute(SimObject *object, S32 argc, const char *argv[]);
|
|
|
|
/// @see execute(SimObject *, S32 argc, const char *argv[])
|
|
const char *executef(SimObject *, S32 argc, ...);
|
|
|
|
/// Evaluate an arbitrary chunk of code.
|
|
///
|
|
/// @param string Buffer containing code to execute.
|
|
/// @param echo Should we echo the string to the console?
|
|
/// @param fileName Indicate what file this code is coming from; used in error reporting and such.
|
|
const char *evaluate(const char* string, bool echo = false, const char *fileName = NULL);
|
|
|
|
/// Evaluate an arbitrary line of script.
|
|
///
|
|
/// This wraps dVsprintf(), so you can substitute parameters into the code being executed.
|
|
const char *evaluatef(const char* string, ...);
|
|
|
|
/// @}
|
|
|
|
/// @name Console Function Implementation Helpers
|
|
///
|
|
/// The functions Con::getIntArg, Con::getFloatArg and Con::getArgBuffer(size) are used to
|
|
/// allocate on the console stack string variables that will be passed into the next console
|
|
// function called. This allows the console to avoid copying some data.
|
|
///
|
|
/// getReturnBuffer lets you allocate stack space to return data in.
|
|
/// @{
|
|
|
|
///
|
|
char *getReturnBuffer(U32 bufferSize);
|
|
|
|
char *getArgBuffer(U32 bufferSize);
|
|
char *getFloatArg(F64 arg);
|
|
char *getIntArg (S32 arg);
|
|
/// @}
|
|
|
|
/// @name Namespaces
|
|
/// @{
|
|
|
|
Namespace *lookupNamespace(const char *nsName);
|
|
bool linkNamespaces(const char *parentName, const char *childName);
|
|
|
|
/// @note This should only be called from consoleObject.h
|
|
bool classLinkNamespaces(Namespace *parent, Namespace *child);
|
|
/// @}
|
|
|
|
/// @name Logging
|
|
/// @{
|
|
|
|
void getLockLog(ConsoleLogEntry * &log, U32 &size);
|
|
void unlockLog(void);
|
|
void setLogMode(S32 mode);
|
|
|
|
/// @}
|
|
|
|
/// @name Dynamic Type System
|
|
/// @{
|
|
|
|
///
|
|
/* void registerType( const char *typeName, S32 type, S32 size, GetDataFunction gdf, SetDataFunction sdf, bool isDatablockType = false );
|
|
void registerType( const char* typeName, S32 type, S32 size, bool isDatablockType = false );
|
|
void registerTypeGet( S32 type, GetDataFunction gdf );
|
|
void registerTypeSet( S32 type, SetDataFunction sdf );
|
|
|
|
const char *getTypeName(S32 type);
|
|
bool isDatablockType( S32 type ); */
|
|
|
|
void setData(S32 type, void *dptr, S32 index, S32 argc, const char **argv, EnumTable *tbl = NULL, BitSet32 flag = 0);
|
|
const char *getData(S32 type, void *dptr, S32 index, EnumTable *tbl = NULL, BitSet32 flag = 0);
|
|
/// @}
|
|
};
|
|
|
|
extern void expandEscape(char *dest, const char *src);
|
|
extern bool collapseEscape(char *buf);
|
|
extern S32 HashPointer(StringTableEntry ptr);
|
|
|
|
/// This is the backend for the ConsoleMethod()/ConsoleFunction() macros.
|
|
///
|
|
/// See the group ConsoleConstructor Innards for specifics on how this works.
|
|
///
|
|
/// @see @ref console_autodoc
|
|
/// @nosubgrouping
|
|
class ConsoleConstructor
|
|
{
|
|
public:
|
|
/// @name Entry Type Fields
|
|
///
|
|
/// One of these is set based on the type of entry we want
|
|
/// inserted in the console.
|
|
///
|
|
/// @ref console_autodoc
|
|
/// @{
|
|
StringCallback sc; ///< A function/method that returns a string.
|
|
IntCallback ic; ///< A function/method that returns an int.
|
|
FloatCallback fc; ///< A function/method that returns a float.
|
|
VoidCallback vc; ///< A function/method that returns nothing.
|
|
BoolCallback bc; ///< A function/method that returns a bool.
|
|
bool group; ///< Indicates that this is a group marker.
|
|
bool overload; ///< Indicates that this is an overload marker.
|
|
/// @deprecated Unused.
|
|
/// @}
|
|
|
|
/// Minimum/maximum number of arguments for the function.
|
|
S32 mina, maxa;
|
|
const char *usage; ///< Usage string.
|
|
const char *funcName; ///< Function name.
|
|
const char *className; ///< Class name.
|
|
|
|
/// @name ConsoleConstructer Innards
|
|
///
|
|
/// The ConsoleConstructor class is used as the backend for the ConsoleFunction() and
|
|
/// ConsoleMethod() macros. The way it works takes advantage of several properties of
|
|
/// C++.
|
|
///
|
|
/// The ConsoleFunction()/ConsoleMethod() macros wrap the declaration of a ConsoleConstructor.
|
|
///
|
|
/// @code
|
|
/// // The definition of a ConsoleFunction using the macro
|
|
/// ConsoleFunction(ExpandFilename, const char*, 2, 2, "(string filename)")
|
|
/// {
|
|
/// argc;
|
|
/// char* ret = Con::getReturnBuffer( 1024 );
|
|
/// Con::expandScriptFilename(ret, 1024, argv[1]);
|
|
/// return ret;
|
|
/// }
|
|
///
|
|
/// // Resulting code
|
|
/// static const char* cExpandFilename(SimObject *, S32, const char **argv);
|
|
/// static ConsoleConstructor
|
|
/// gExpandFilenameobj(NULL,"ExpandFilename", cExpandFilename,
|
|
/// "(string filename)", 2, 2);
|
|
/// static const char* cExpandFilename(SimObject *, S32 argc, const char **argv)
|
|
/// {
|
|
/// argc;
|
|
/// char* ret = Con::getReturnBuffer( 1024 );
|
|
/// Con::expandScriptFilename(ret, 1024, argv[1]);
|
|
/// return ret;
|
|
/// }
|
|
///
|
|
/// // A similar thing happens when you do a ConsoleMethod.
|
|
/// @endcode
|
|
///
|
|
/// As you can see, several global items are defined when you use the ConsoleFunction method.
|
|
/// The macro constructs the name of these items from the parameters you passed it. Your
|
|
/// implementation of the console function is is placed in a function with a name based on
|
|
/// the actual name of the console funnction. In addition, a ConsoleConstructor is declared.
|
|
///
|
|
/// Because it is defined as a global, the constructor for the ConsoleConstructor is called
|
|
/// before execution of main() is started. The constructor is called once for each global
|
|
/// ConsoleConstructor variable, in the order in which they were defined (this property only holds true
|
|
/// within file scope).
|
|
///
|
|
/// We have ConsoleConstructor create a linked list at constructor time, by storing a static
|
|
/// pointer to the head of the list, and keeping a pointer to the next item in each instance
|
|
/// of ConsoleConstructor. init() is a helper function in this process, automatically filling
|
|
/// in commonly used fields and updating first and next as needed. In this way, a list of
|
|
/// items to add to the console is assemble in memory, ready for use, before we start
|
|
/// execution of the program proper.
|
|
///
|
|
/// In Con::init(), ConsoleConstructor::setup() is called to process this prepared list. Each
|
|
/// item in the list is iterated over, and the appropriate Con namespace functions (usually
|
|
/// Con::addCommand) are invoked to register the ConsoleFunctions and ConsoleMethods in
|
|
/// the appropriate namespaces.
|
|
///
|
|
/// @see Namespace
|
|
/// @see Con
|
|
/// @{
|
|
|
|
ConsoleConstructor *next;
|
|
static ConsoleConstructor *first;
|
|
|
|
void init(const char *cName, const char *fName, const char *usg, S32 minArgs, S32 maxArgs);
|
|
static void setup();
|
|
/// @}
|
|
|
|
/// @name Basic Console Constructors
|
|
/// @{
|
|
|
|
ConsoleConstructor(const char *className, const char *funcName, StringCallback sfunc, const char* usage, S32 minArgs, S32 maxArgs);
|
|
ConsoleConstructor(const char *className, const char *funcName, IntCallback ifunc, const char* usage, S32 minArgs, S32 maxArgs);
|
|
ConsoleConstructor(const char *className, const char *funcName, FloatCallback ffunc, const char* usage, S32 minArgs, S32 maxArgs);
|
|
ConsoleConstructor(const char *className, const char *funcName, VoidCallback vfunc, const char* usage, S32 minArgs, S32 maxArgs);
|
|
ConsoleConstructor(const char *className, const char *funcName, BoolCallback bfunc, const char* usage, S32 minArgs, S32 maxArgs);
|
|
/// @}
|
|
|
|
/// @name Magic Console Constructors
|
|
///
|
|
/// These perform various pieces of "magic" related to consoleDoc functionality.
|
|
/// @ref console_autodoc
|
|
/// @{
|
|
|
|
/// Indicates a group marker. (A doxygen illusion)
|
|
///
|
|
/// @see Con::markCommandGroup
|
|
/// @ref console_autodoc
|
|
ConsoleConstructor(const char *className, const char *groupName, const char* usage);
|
|
|
|
/// @}
|
|
};
|
|
|
|
/// @name Global Console Definition Macros
|
|
///
|
|
/// @note If TORQUE_DEBUG is defined, then we gather documentation information, and
|
|
/// do some extra sanity checks.
|
|
///
|
|
/// @see ConsoleConstructor
|
|
/// @ref console_autodoc
|
|
/// @{
|
|
|
|
// O hackery of hackeries
|
|
#define conmethod_return_const return (const
|
|
#define conmethod_return_S32 return (S32
|
|
#define conmethod_return_F32 return (F32
|
|
#define conmethod_nullify(val)
|
|
#define conmethod_return_void conmethod_nullify(void
|
|
#define conmethod_return_bool return (bool
|
|
|
|
#if !defined(TORQUE_SHIPPING)
|
|
|
|
// Console function macros
|
|
# define ConsoleFunctionGroupBegin(groupName, usage) \
|
|
static ConsoleConstructor gConsoleFunctionGroup##groupName##__GroupBegin(NULL,#groupName,usage);
|
|
|
|
# define ConsoleFunction(name,returnType,minArgs,maxArgs,usage1) \
|
|
static returnType c##name(SimObject *, S32, const char **argv); \
|
|
static ConsoleConstructor g##name##obj(NULL,#name,c##name,usage1,minArgs,maxArgs); \
|
|
static returnType c##name(SimObject *, S32 argc, const char **argv)
|
|
|
|
# define ConsoleFunctionGroupEnd(groupName) \
|
|
static ConsoleConstructor gConsoleFunctionGroup##groupName##__GroupEnd(NULL,#groupName,NULL);
|
|
|
|
// Console method macros
|
|
# define ConsoleMethodGroupBegin(className, groupName, usage) \
|
|
static ConsoleConstructor className##groupName##__GroupBegin(#className,#groupName,usage);
|
|
|
|
# define ConsoleMethod(className,name,returnType,minArgs,maxArgs,usage1) \
|
|
static inline returnType c##className##name(className *, S32, const char **argv); \
|
|
static returnType c##className##name##caster(SimObject *object, S32 argc, const char **argv) { \
|
|
AssertFatal( dynamic_cast<className*>( object ), "Object passed to " #name " is not a " #className "!" ); \
|
|
conmethod_return_##returnType ) c##className##name(static_cast<className*>(object),argc,argv); \
|
|
}; \
|
|
static ConsoleConstructor className##name##obj(#className,#name,c##className##name##caster,usage1,minArgs,maxArgs); \
|
|
static inline returnType c##className##name(className *object, S32 argc, const char **argv)
|
|
|
|
# define ConsoleStaticMethod(className,name,returnType,minArgs,maxArgs,usage1) \
|
|
static inline returnType c##className##name(S32, const char **); \
|
|
static returnType c##className##name##caster(SimObject *object, S32 argc, const char **argv) { \
|
|
conmethod_return_##returnType ) c##className##name(argc,argv); \
|
|
}; \
|
|
static ConsoleConstructor \
|
|
className##name##obj(#className,#name,c##className##name##caster,usage1,minArgs,maxArgs); \
|
|
static inline returnType c##className##name(S32 argc, const char **argv)
|
|
|
|
# define ConsoleMethodGroupEnd(className, groupName) \
|
|
static ConsoleConstructor className##groupName##__GroupEnd(#className,#groupName,NULL);
|
|
|
|
#else
|
|
|
|
// These do nothing if we don't want doc information.
|
|
# define ConsoleFunctionGroupBegin(groupName, usage)
|
|
# define ConsoleFunctionGroupEnd(groupName)
|
|
# define ConsoleMethodGroupBegin(className, groupName, usage)
|
|
# define ConsoleMethodGroupEnd(className, groupName)
|
|
|
|
// These are identical to what's above, we just want to null out the usage strings.
|
|
# define ConsoleFunction(name,returnType,minArgs,maxArgs,usage1) \
|
|
static returnType c##name(SimObject *, S32, const char **); \
|
|
static ConsoleConstructor g##name##obj(NULL,#name,c##name,"",minArgs,maxArgs);\
|
|
static returnType c##name(SimObject *, S32 argc, const char **argv)
|
|
|
|
# define ConsoleMethod(className,name,returnType,minArgs,maxArgs,usage1) \
|
|
static inline returnType c##className##name(className *, S32, const char **argv); \
|
|
static returnType c##className##name##caster(SimObject *object, S32 argc, const char **argv) { \
|
|
conmethod_return_##returnType ) c##className##name(static_cast<className*>(object),argc,argv); \
|
|
}; \
|
|
static ConsoleConstructor \
|
|
className##name##obj(#className,#name,c##className##name##caster,"",minArgs,maxArgs); \
|
|
static inline returnType c##className##name(className *object, S32 argc, const char **argv)
|
|
|
|
# define ConsoleStaticMethod(className,name,returnType,minArgs,maxArgs,usage1) \
|
|
static inline returnType c##className##name(S32, const char **); \
|
|
static returnType c##className##name##caster(SimObject *object, S32 argc, const char **argv) { \
|
|
conmethod_return_##returnType ) c##className##name(argc,argv); \
|
|
}; \
|
|
static ConsoleConstructor \
|
|
className##name##obj(#className,#name,c##className##name##caster,"",minArgs,maxArgs); \
|
|
static inline returnType c##className##name(S32 argc, const char **argv)
|
|
|
|
|
|
#endif
|
|
|
|
/// @}
|
|
|
|
#endif
|