tge/engine/console/console.h
2025-02-17 23:17:30 -06:00

808 lines
35 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#ifndef _CONSOLE_H_
#define _CONSOLE_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _BITSET_H_
#include "core/bitSet.h"
#endif
#include <stdarg.h>
class SimObject;
struct EnumTable;
class Namespace;
/// Indicates that warnings about undefined script variables should be displayed.
///
/// @note This is set and controlled by script.
extern bool gWarnUndefinedScriptVariables;
enum StringTableConstants
{
StringTagPrefixByte = 0x01 ///< Magic value prefixed to tagged strings.
};
/// Represents an entry in the log.
struct ConsoleLogEntry
{
/// This field indicates the severity of the log entry.
///
/// Log entries are filtered and displayed differently based on
/// their severity. Errors are highlighted red, while normal entries
/// are displayed as normal text. Often times, the engine will be
/// configured to hide all log entries except warnings or errors,
/// or to perform a special notification when it encounters an error.
enum Level
{
Normal = 0,
Warning,
Error,
NUM_CLASS
} mLevel;
/// Used to associate a log entry with a module.
///
/// Log entries can come from different sources; for instance,
/// the scripting engine, or the network code. This allows the
/// logging system to be aware of where different log entries
/// originated from.
enum Type
{
General = 0,
Assert,
Script,
GUI,
Network,
NUM_TYPE
} mType;
/// Indicates the actual log entry.
///
/// This contains a description of the event being logged.
/// For instance, "unable to access file", or "player connected
/// successfully", or nearly anything else you might imagine.
///
/// Typically, the description should contain a concise, descriptive
/// string describing whatever is being logged. Whenever possible,
/// include useful details like the name of the file being accessed,
/// or the id of the player or GuiControl, so that if a log needs
/// to be used to locate a bug, it can be done as painlessly as
/// possible.
const char *mString;
};
/// Scripting engine representation of an enum.
///
/// This data structure is used by the scripting engine
/// to expose enumerations to the scripting language. It
/// acts to relate named constants to integer values, just
/// like an enum in C++.
struct EnumTable
{
/// Number of enumerated items in the table.
S32 size;
/// This represents a specific item in the enumeration.
struct Enums
{
S32 index; ///< Index label maps to.
const char *label;///< Label for this index.
};
Enums *table;
/// Constructor.
///
/// This sets up the EnumTable with predefined data.
///
/// @param sSize Size of the table.
/// @param sTable Pointer to table of Enums.
///
/// @see gLiquidTypeTable
/// @see gAlignTable
EnumTable(S32 sSize, Enums *sTable)
{ size = sSize; table = sTable; }
};
typedef const char *StringTableEntry;
/// @defgroup console_callbacks Scripting Engine Callbacks
///
/// The scripting engine makes heavy use of callbacks to represent
/// function exposed to the scripting language. StringCallback,
/// IntCallback, FloatCallback, VoidCallback, and BoolCallback all
/// represent exposed script functions returning different types.
///
/// ConsumerCallback is used with the function Con::addConsumer; functions
/// registered with Con::addConsumer are called whenever something is outputted
/// to the console. For instance, the TelnetConsole registers itself with the
/// console so it can echo the console over the network.
///
/// @note Callbacks to the scripting language - for instance, onExit(), which is
/// a script function called when the engine is shutting down - are handled
/// using Con::executef() and kin.
/// @{
///
typedef const char * (*StringCallback)(SimObject *obj, S32 argc, const char *argv[]);
typedef S32 (*IntCallback)(SimObject *obj, S32 argc, const char *argv[]);
typedef F32 (*FloatCallback)(SimObject *obj, S32 argc, const char *argv[]);
typedef void (*VoidCallback)(SimObject *obj, S32 argc, const char *argv[]); // We have it return a value so things don't break..
typedef bool (*BoolCallback)(SimObject *obj, S32 argc, const char *argv[]);
typedef void (*ConsumerCallback)(ConsoleLogEntry::Level level, const char *consoleLine);
/// @}
/// @defgroup console_types Scripting Engine Type Functions
///
/// @see Con::registerType
/// @{
typedef const char* (*GetDataFunction)(void *dptr, EnumTable *tbl, BitSet32 flag);
typedef void (*SetDataFunction)(void *dptr, S32 argc, const char **argv, EnumTable *tbl, BitSet32 flag);
/// @}
/// This namespace contains the core of the console functionality.
///
/// @section con_intro Introduction
///
/// The console is a key part of Torque's architecture. It allows direct run-time control
/// of many aspects of the engine.
///
/// @nosubgrouping
namespace Con
{
/// Various configuration constants.
enum Constants
{
/// This is the version number associated with DSO files.
///
/// If you make any changes to the way the scripting language works
/// (such as DSO format changes, adding/removing op-codes) that would
/// break compatibility, then you should increment this.
///
/// If you make a really major change, increment it to the next multiple
/// of ten.
///
/// 12/29/04 - BJG - 33->34 Removed some opcodes, part of namespace upgrade.
/// 12/30/04 - BJG - 34->35 Reordered some things, further general shuffling.
/// 11/03/05 - BJG - 35->36 Integrated new debugger code.
DSOVersion = 36,
MaxLineLength = 512, ///< Maximum length of a line of console input.
MaxDataTypes = 256 ///< Maximum number of registered data types.
};
/// @name Control Functions
///
/// The console must be initialized and shutdown appropriately during the
/// lifetime of the app. These functions are used to manage this behavior.
///
/// @note Torque deals with this aspect of console management, so you don't need
/// to call these functions in normal usage of the engine.
/// @{
/// Initializes the console.
///
/// This performs the following steps:
/// - Calls Namespace::init() to initialize the scripting namespace hierarchy.
/// - Calls ConsoleConstructor::setup() to initialize globally defined console
/// methods and functions.
/// - Registers some basic global script variables.
/// - Calls AbstractClassRep::init() to initialize Torque's class database.
/// - Registers some basic global script functions that couldn't usefully
/// be defined anywhere else.
void init();
/// Shuts down the console.
///
/// This performs the following steps:
/// - Closes the console log file.
/// - Calls Namespace::shutdown() to shut down the scripting namespace hierarchy.
void shutdown();
/// Is the console active at this time?
bool isActive();
/// @}
/// @name Console Consumers
///
/// The console distributes its output through Torque by using
/// consumers. Every time a new line is printed to the console,
/// all the ConsumerCallbacks registered using addConsumer are
/// called, in order.
///
/// @note The GuiConsole control, which provides the on-screen
/// in-game console, uses a different technique to render
/// the console. It calls getLockLog() to lock the Vector
/// of on-screen console entries, then it renders them as
/// needed. While the Vector is locked, the console will
/// not change the Vector. When the GuiConsole control is
/// done with the console entries, it calls unlockLog()
/// to tell the console that it is again safe to modify
/// the Vector.
///
/// @see TelnetConsole
/// @see TelnetDebugger
/// @see WinConsole
/// @see MacCarbConsole
/// @see StdConsole
/// @see ConsoleLogger
///
/// @{
void addConsumer(ConsumerCallback cb);
void removeConsumer(ConsumerCallback cb);
/// @}
/// @name Miscellaneous
/// @{
/// Remove color marking information from a string.
///
/// @note It does this in-place, so be careful! It may
/// potentially blast data if you're not careful.
/// When in doubt, make a copy of the string first.
void stripColorChars(char* line);
/// Convert from a relative script path to an absolute script path.
///
/// This is used in (among other places) the exec() script function, which
/// takes a parameter indicating a script file and executes it. Script paths
/// can be one of:
/// - <b>Absolute:</b> <i>fps/foo/bar.cs</i> Paths of this sort are passed
/// through.
/// - <b>Mod-relative:</b> <i>~/foo/bar.cs</i> Paths of this sort have their
/// replaced with the name of the current mod.
/// - <b>File-relative:</b> <i>./baz/blip.cs</i> Paths of this sort are
/// calculated relative to the path of the current scripting file.
///
/// @note This function determines paths relative to the currently executing
/// CodeBlock. Calling it outside of script execution will result in
/// it directly copying src to filename, since it won't know to what the
/// path is relative!
///
/// @param filename Pointer to string buffer to fill with absolute path.
/// @param size Size of buffer pointed to by filename.
/// @param src Original, possibly relative script path.
bool expandScriptFilename(char *filename, U32 size, const char *src);
/// Returns true if fn is a global scripting function.
///
/// This looks in the global namespace. It also checks to see if fn
/// is in the StringTable; if not, it returns false.
bool isFunction(const char *fn);
/// This is the basis for tab completion in the console.
///
/// @note This is an internally used function. You probably don't
/// care much about how this works.
///
/// This function does some basic parsing to try to ascertain the namespace in which
/// we are attempting to do tab completion, then bumps control off to the appropriate
/// tabComplete function, either in SimObject or Namespace.
///
/// @param inputBuffer Pointer to buffer containing starting data, or last result.
/// @param cursorPos Location of cursor in this buffer. This is used to indicate
/// what part of the string should be kept and what part should
/// be advanced to the next match if any.
/// @param maxResultLength Maximum amount of result data to put into inputBuffer. This
/// is capped by MaxCompletionBufferSize.
/// @param forwardTab Should we go forward to next match or backwards to previous
/// match? True indicates forward.
U32 tabComplete(char* inputBuffer, U32 cursorPos, U32 maxResultLength, bool forwardTab);
/// @}
/// @name Variable Management
/// @{
/// Add a console variable that references the value of a variable in C++ code.
///
/// If a value is assigned to the console variable the C++ variable is updated,
/// and vice-versa.
///
/// @param name Global console variable name to create
/// @param type The type of the C++ variable; see the ConsoleDynamicTypes enum for a complete list.
/// @param pointer Pointer to the variable.
/// @see ConsoleDynamicTypes
bool addVariable(const char *name, S32 type, void *pointer);
/// Remove a console variable.
///
/// @param name Global console variable name to remove
/// @return true if variable existed before removal.
bool removeVariable(const char *name);
/// Assign a string value to a locally scoped console variable
///
/// @note The context of the variable is determined by gEvalState; that is,
/// by the currently executing code.
///
/// @param name Local console variable name to set
/// @param value String value to assign to name
void setLocalVariable(const char *name, const char *value);
/// Retrieve the string value to a locally scoped console variable
///
/// @note The context of the variable is determined by gEvalState; that is,
/// by the currently executing code.
///
/// @param name Local console variable name to get
const char* getLocalVariable(const char* name);
/// @}
/// @name Global Variable Accessors
/// @{
/// Assign a string value to a global console variable
/// @param name Global console variable name to set
/// @param value String value to assign to this variable.
void setVariable(const char *name, const char *value);
/// Retrieve the string value of a global console variable
/// @param name Global Console variable name to query
/// @return The string value of the variable or "" if the variable does not exist.
const char* getVariable(const char* name);
/// Same as setVariable(), but for bools.
void setBoolVariable (const char* name,bool var);
/// Same as getVariable(), but for bools.
///
/// @param name Name of the variable.
/// @param def Default value to supply if no matching variable is found.
bool getBoolVariable (const char* name,bool def = false);
/// Same as setVariable(), but for ints.
void setIntVariable (const char* name,S32 var);
/// Same as getVariable(), but for ints.
///
/// @param name Name of the variable.
/// @param def Default value to supply if no matching variable is found.
S32 getIntVariable (const char* name,S32 def = 0);
/// Same as setVariable(), but for floats.
void setFloatVariable(const char* name,F32 var);
/// Same as getVariable(), but for floats.
///
/// @param name Name of the variable.
/// @param def Default value to supply if no matching variable is found.
F32 getFloatVariable(const char* name,F32 def = .0f);
/// @}
/// @name Global Function Registration
/// @{
/// Register a C++ function with the console making it a global function callable from the scripting engine.
///
/// @param name Name of the new function.
/// @param cb Pointer to the function implementing the scripting call; a console callback function returning a specific type value.
/// @param usage Documentation for this function. @ref console_autodoc
/// @param minArgs Minimum number of arguments this function accepts
/// @param maxArgs Maximum number of arguments this function accepts
void addCommand(const char *name, StringCallback cb, const char *usage, S32 minArgs, S32 maxArgs);
void addCommand(const char *name, IntCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
void addCommand(const char *name, FloatCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
void addCommand(const char *name, VoidCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
void addCommand(const char *name, BoolCallback cb, const char *usage, S32 minArgs, S32 maxArgs); ///< @copydoc addCommand(const char *, StringCallback, const char *, S32, S32)
/// @}
/// @name Namespace Function Registration
/// @{
/// Register a C++ function with the console making it callable
/// as a method of the given namespace from the scripting engine.
///
/// @param nameSpace Name of the namespace to associate the new function with; this is usually the name of a class.
/// @param name Name of the new function.
/// @param cb Pointer to the function implementing the scripting call; a console callback function returning a specific type value.
/// @param usage Documentation for this function. @ref console_autodoc
/// @param minArgs Minimum number of arguments this function accepts
/// @param maxArgs Maximum number of arguments this function accepts
void addCommand(const char *nameSpace, const char *name,StringCallback cb, const char *usage, S32 minArgs, S32 maxArgs);
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)
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)
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)
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)
/// @}
/// @name Special Purpose Registration
///
/// These are special-purpose functions that exist to allow commands to be grouped, so
/// that when we generate console docs, they can be more meaningfully presented.
///
/// @ref console_autodoc "Click here for more information about console docs and grouping."
///
/// @{
void markCommandGroup (const char * nsName, const char *name, const char* usage=NULL);
void beginCommandGroup(const char * nsName, const char *name, const char* usage);
void endCommandGroup (const char * nsName, const char *name);
/// @deprecated
void addOverload (const char * nsName, const char *name, const char *altUsage);
/// @}
/// @name Console Output
///
/// These functions process the formatted string and pass it to all the ConsumerCallbacks that are
/// currently registered. The console log file and the console window callbacks are installed by default.
///
/// @see addConsumer()
/// @see removeConsumer()
/// @{
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
void printf(const char *_format, ...);
/// @note The console window colors warning text as LIGHT GRAY.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
void warnf(const char *_format, ...);
/// @note The console window colors warning text as RED.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
void errorf(const char *_format, ...);
/// @note The console window colors warning text as LIGHT GRAY.
/// @param type Allows you to associate the warning message with an internal module.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
/// @see Con::warnf()
void warnf(ConsoleLogEntry::Type type, const char *_format, ...);
/// @note The console window colors warning text as RED.
/// @param type Allows you to associate the warning message with an internal module.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
/// @see Con::errorf()
void errorf(ConsoleLogEntry::Type type, const char *_format, ...);
/// @}
/// Returns true when called from the main thread, false otherwise
bool isMainThread();
/// @name Console Execution
///
/// These are functions relating to the execution of script code.
///
/// @{
/// Call a script function from C/C++ code.
///
/// @param argc Number of elements in the argv parameter
/// @param argv A character string array containing the name of the function
/// to call followed by the arguments to that function.
/// @code
/// // 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