/* $Id$ */ #ifndef CONSOLE_H #define CONSOLE_H // maximum length of a typed in command #define ICON_CMDLN_SIZE 255 // maximum length of a totally expanded command #define ICON_MAX_STREAMSIZE 1024 typedef enum IConsoleVarTypes { ICONSOLE_VAR_BOOLEAN, ICONSOLE_VAR_BYTE, ICONSOLE_VAR_UINT16, ICONSOLE_VAR_UINT32, ICONSOLE_VAR_INT16, ICONSOLE_VAR_INT32, ICONSOLE_VAR_STRING } IConsoleVarTypes; typedef enum IConsoleModes { ICONSOLE_FULL, ICONSOLE_OPENED, ICONSOLE_CLOSED } IConsoleModes; typedef enum IConsoleHookTypes { ICONSOLE_HOOK_ACCESS, ICONSOLE_HOOK_PRE_ACTION, ICONSOLE_HOOK_POST_ACTION } IConsoleHookTypes; /** --Hooks-- * Hooks are certain triggers get get accessed/executed on either * access, before execution/change or after execution/change. This allows * for general flow of permissions or special action needed in some cases */ typedef bool IConsoleHook(void); typedef struct IConsoleHooks{ IConsoleHook *access; // trigger when accessing the variable/command IConsoleHook *pre; // trigger before the variable/command is changed/executed IConsoleHook *post; // trigger after the variable/command is changed/executed } IConsoleHooks; /** --Commands-- * Commands are commands, or functions. They get executed once and any * effect they produce are carried out. The arguments to the commands * are given to them, each input word seperated by a double-quote (") is an argument * If you want to handle multiple words as one, enclose them in double-quotes * eg. 'say "hello sexy boy"' */ typedef bool (IConsoleCmdProc)(byte argc, char *argv[]); struct IConsoleCmd; typedef struct IConsoleCmd { char *name; // name of command struct IConsoleCmd *next; // next command in list IConsoleCmdProc *proc; // process executed when command is typed IConsoleHooks hook; // any special trigger action that needs executing } IConsoleCmd; /** --Variables-- * Variables are pointers to real ingame variables which allow for * changing while ingame. After changing they keep their new value * and can be used for debugging, gameplay, etc. It accepts: * - no arguments; just print out current value * - '= <new value>' to assign a new value to the variable * - '++' to increase value by one * - '--' to decrease value by one */ struct IConsoleVar; typedef struct IConsoleVar { char *name; // name of the variable struct IConsoleVar *next; // next variable in list void *addr; // the address where the variable is pointing at uint32 size; // size of the variable, used for strings char *help; // the optional help string shown when requesting information IConsoleVarTypes type; // type of variable (for correct assignment/output) IConsoleCmdProc *proc; // some variables need really special handling, use a callback function for that IConsoleHooks hook; // any special trigger action that needs executing } IConsoleVar; /** --Aliases-- * Aliases are like shortcuts for complex functions, variable assignments, * etc. You can use a simple alias to rename a longer command (eg 'lv' for * 'list_vars' for example), or concatenate more commands into one * (eg. 'ng' for 'load %A; unpause; debug_level 5'). Aliases can parse the arguments * given to them in the command line. * - "%A - %Z" substitute arguments 1 t/m 26 * - "%+" lists all parameters keeping them seperated * - "%!" also lists all parameters but presenting them to the aliased command as one argument * - ";" allows for combining commands (see example 'ng') */ struct IConsoleAlias; typedef struct IConsoleAlias { char *name; // name of the alias struct IConsoleAlias *next; // next alias in list char *cmdline; // command(s) that is/are being aliased } IConsoleAlias; // ** console parser ** // IConsoleCmd *_iconsole_cmds; // list of registred commands IConsoleVar *_iconsole_vars; // list of registred vars IConsoleAlias *_iconsole_aliases; // list of registred aliases // ** console colors/modes ** // VARDEF byte _icolour_def; VARDEF byte _icolour_err; VARDEF byte _icolour_warn; VARDEF byte _icolour_dbg; VARDEF byte _icolour_cmd; VARDEF IConsoleModes _iconsole_mode; // ** console functions ** // void IConsoleInit(void); void IConsoleFree(void); void IConsoleClearBuffer(void); void IConsoleResize(void); void IConsoleSwitch(void); void IConsoleClose(void); void IConsoleOpen(void); // ** console output ** // void IConsolePrint(uint16 color_code, const char *string); void CDECL IConsolePrintF(uint16 color_code, const char *s, ...); void IConsoleDebug(const char *string); void IConsoleWarning(const char *string); void IConsoleError(const char *string); // *** Commands *** // void IConsoleCmdRegister(const char *name, IConsoleCmdProc *proc); void IConsoleAliasRegister(const char *name, const char *cmd); IConsoleCmd *IConsoleCmdGet(const char *name); IConsoleAlias *IConsoleAliasGet(const char *name); // *** Variables *** // void IConsoleVarRegister(const char *name, void *addr, IConsoleVarTypes type, const char *help); void IConsoleVarStringRegister(const char *name, void *addr, uint32 size, const char *help); IConsoleVar* IConsoleVarGet(const char *name); void IConsoleVarPrintGetValue(const IConsoleVar *var); void IConsoleVarPrintSetValue(const IConsoleVar *var); // *** Parser *** // void IConsoleCmdExec(const char *cmdstr); void IConsoleVarExec(const IConsoleVar *var, byte tokencount, char *token[]); // ** console std lib (register ingame commands/aliases/variables) ** // void IConsoleStdLibRegister(void); // ** Hooking code ** // void IConsoleCmdHookAdd(const char *name, IConsoleHookTypes type, IConsoleHook *proc); void IConsoleVarHookAdd(const char *name, IConsoleHookTypes type, IConsoleHook *proc); void IConsoleVarProcAdd(const char *name, IConsoleCmdProc *proc); // ** Supporting functions **// bool GetArgumentInteger(uint32 *value, const char *arg); #endif /* CONSOLE_H */