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