/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ /** @file @brief Implementation of the ConsoleCommand class. */ #include "ConsoleCommand.h" #include "util/Convert.h" #include "core/Language.h" #include "core/GameMode.h" #include "core/input/KeyBinder.h" #include "core/input/KeyBinderManager.h" #include "ConsoleCommandManager.h" namespace orxonox { /** @brief Constructor: Initializes all values and registers the command (without a group). @param name The name of the command @param executor The executor of the command @param bInitialized If true, the executor is used for both, the definition of the function-header AND to executute the command. If false, the command is inactive and needs to be assigned a function before it can be used. */ ConsoleCommand::ConsoleCommand(const std::string& name, const ExecutorPtr& executor, bool bInitialized) : ConsoleCommand("", name, executor, bInitialized) { } /** @brief Constructor: Initializes all values and registers the command (with a group). @param group The group of the command @param name The name of the command @param executor The executor of the command @param bInitialized If true, the executor is used for both, the definition of the function-header AND to executute the command. If false, the command is inactive and needs to be assigned a function before it can be used. */ ConsoleCommand::ConsoleCommand(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized) { this->init(group, name, executor, bInitialized); } void ConsoleCommand::init(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized) { this->bActive_ = true; this->bHidden_ = false; this->accessLevel_ = AccessLevel::All; this->baseName_ = name; this->baseFunctor_ = executor->getFunctor(); for (ArgumentCompleter*& completer : this->argumentCompleter_) completer = nullptr; this->keybindMode_ = KeybindMode::OnPress; this->inputConfiguredParam_ = -1; if (bInitialized) this->executor_ = executor; this->names_.emplace_back(group, name); } /** @brief Destructor: Unregisters the command. */ ConsoleCommand::~ConsoleCommand() { } /** @brief Registers the command with the same name, but without group, as shortcut. */ ConsoleCommand& ConsoleCommand::addShortcut() { this->names_.emplace_back("", this->baseName_); return *this; } /** @brief Registers the command with an alias as shortcut. */ ConsoleCommand& ConsoleCommand::addShortcut(const std::string& name) { this->names_.emplace_back("", name); return *this; } /** @brief Registers the command in a different group but with the same name. */ ConsoleCommand& ConsoleCommand::addGroup(const std::string& group) { this->names_.emplace_back(group, this->baseName_); return *this; } /** @brief Registers an alias of the command in a different group with a different name. */ ConsoleCommand& ConsoleCommand::addGroup(const std::string& group, const std::string& name) { this->names_.emplace_back(group, name); return *this; } /** @brief Returns true if the command can be executed right now. This returns only true, if the following conditions are met: - The command is active - The command has an executor - The executor has a functor - The functor is static or has an object */ bool ConsoleCommand::isActive() const { return (this->bActive_ && this->executor_ && this->executor_->getFunctor() && (this->executor_->getFunctor()->getType() == Functor::Type::Static || this->executor_->getFunctor()->getRawObjectPointer())); } /** @brief Returns true if the current state of the game matches the required access level. */ bool ConsoleCommand::hasAccess() const { switch (this->accessLevel_) { case AccessLevel::All: return true; case AccessLevel::Standalone: return GameMode::isStandalone(); case AccessLevel::Master: return GameMode::isMaster(); case AccessLevel::Server: return GameMode::isServer(); case AccessLevel::Client: return GameMode::isClient(); case AccessLevel::Online: return (GameMode::isServer() || GameMode::isClient()); case AccessLevel::Offline: return GameMode::isStandalone(); case AccessLevel::None: return false; default: return false; } } /** @brief Returns true if the headers of the given functor match the declaration of this command. */ bool ConsoleCommand::headersMatch(const FunctorPtr& functor) { // get the minimum of the number of parameters of both commands unsigned int minparams = std::min(this->baseFunctor_->getParamCount(), functor->getParamCount()); // if the reduced headers don't match -> return false if (this->baseFunctor_->getHeaderIdentifier(minparams) != functor->getHeaderIdentifier(minparams)) return false; // if the reduced headers match and the new functor has less or equal parameters -> return true else if (functor->getParamCount() <= this->baseFunctor_->getParamCount()) return true; // the headers match but the new functor has more arguments and there is no executor with default-values -> return false else if (!this->executor_) return false; // the headers match but the new functor has more arguments, check if the executor has enough default-values else { for (unsigned int i = this->baseFunctor_->getParamCount(); i < functor->getParamCount(); ++i) { if (!this->executor_->defaultValueSet(i)) { orxout(internal_warning, context::commands) << "Default value " << i << " is missing" << endl; return false; } } return true; } } /** @brief Returns true if the headers of the given executor match the declaration of this command. */ bool ConsoleCommand::headersMatch(const ExecutorPtr& executor) { // get the minimum of the number of parameters of both commands unsigned int minparams = std::min(this->baseFunctor_->getParamCount(), executor->getParamCount()); // if the reduced headers don't match -> return false if (this->baseFunctor_->getHeaderIdentifier(minparams) != executor->getFunctor()->getHeaderIdentifier(minparams)) return false; // if the reduced headers match and the new functor has less or equal parameters -> return true else if (executor->getParamCount() <= this->baseFunctor_->getParamCount()) return true; // the headers match but the new functor has more arguments, check if the new executor has enough default-values else { for (unsigned int i = this->baseFunctor_->getParamCount(); i < executor->getParamCount(); ++i) { if (!executor->defaultValueSet(i)) { orxout(internal_warning, context::commands) << "Default value " << i << " is missing" << endl; return false; } } return true; } } /** @brief Changes the executor. @param executor The new executor @param bForce If true, the executor is always assigned, even if the headers don't match @return Returns true if the assignment was successful */ bool ConsoleCommand::setFunction(const ExecutorPtr& executor, bool bForce) { // assign the executor if a) it's a null-pointer, b) its functor is a null-pointer, c) it's forced, d) the headers match if (!executor || !executor->getFunctor() || bForce || this->headersMatch(executor)) { // assign the executor and clear the object stack (because it's also a new function) this->executor_ = executor; this->objectStack_.clear(); return true; } else { orxout(internal_error, context::commands) << "Couldn't assign new executor to console command \"" << this->baseName_ << "\", headers don't match." << endl; return false; } } /** @brief Changes the functor of the current executor. @param functor The new functor @param bForce If true, the functor is always assigned, even if the headers don't match @return Returns true if the assignment was successful */ bool ConsoleCommand::setFunction(const FunctorPtr& functor, bool bForce) { // assign the functor if a) it's a null-pointer, b) it's forced, c) the headers match if (!functor || bForce || this->headersMatch(functor)) { // assign the functor (create a new executor if necessary) and clear the object stack if (this->executor_) this->executor_->setFunctor(functor); else if (functor) this->executor_ = createExecutor(functor); this->objectStack_.clear(); return true; } else { orxout(internal_error, context::commands) << "Couldn't assign new functor to console command \"" << this->baseName_ << "\", headers don't match." << endl; return false; } } /** @brief Pushes a new executor to the command-stack. @param executor The new executor @param bForce If true, the executor is always assigned, even if the headers don't match */ void ConsoleCommand::pushFunction(const ExecutorPtr& executor, bool bForce) { // prepare the old function to be put on the stack Command command; command.executor_ = this->executor_; if (command.executor_) command.functor_ = this->executor_->getFunctor(); command.objectStack_ = this->objectStack_; // check if the new executor can be assigned and push the old function to the stack if (this->setFunction(executor, bForce)) this->commandStack_.push(command); } /** @brief Pushes a new functor to the command-stack. @param functor The new functor @param bForce If true, the functor is always assigned, even if the headers don't match */ void ConsoleCommand::pushFunction(const FunctorPtr& functor, bool bForce) { // prepare the old function to be put on the stack Command command; command.executor_ = this->executor_; if (command.executor_) command.functor_ = this->executor_->getFunctor(); command.objectStack_ = this->objectStack_; // check if the new functor can be assigned and push the old function to the stack if (this->setFunction(functor, bForce)) this->commandStack_.push(command); } /** @brief Pushes a copy of the current executor and functor on the stack. */ void ConsoleCommand::pushFunction() { if (this->executor_) this->pushFunction(std::make_shared(*this->executor_.get())); else orxout(internal_error, context::commands) << "Couldn't push copy of executor in console command \"" << this->baseName_ << "\", no executor set." << endl; } /** @brief Removes the current function from the stack and restores the old state. */ void ConsoleCommand::popFunction() { Command command; // check if there's a function on the stack if (!this->commandStack_.empty()) { // yes it is - assign it to command and remove it from the stack command = this->commandStack_.top(); this->commandStack_.pop(); } // restore the old executor (and also restore its functor in case this was changed in the meantime) this->executor_ = command.executor_; if (command.executor_) this->executor_->setFunctor(command.functor_); this->objectStack_ = command.objectStack_; } /** @brief Sets the functor to nullptr (which also deactivates the command). */ void ConsoleCommand::resetFunction() { if (this->executor_) this->executor_->setFunctor(nullptr); this->objectStack_.clear(); } /** @brief Returns the current executor which can be used to execute the command. */ const ExecutorPtr& ConsoleCommand::getExecutor() const { return this->executor_; } /** @brief Changes the current object that is used to execute member-functions. @return Returns true if the object was successfully changed */ bool ConsoleCommand::setObject(void* object) { // check if there's an executor if (this->executor_) { // check if there's a functor if (this->executor_->getFunctor()) { // change the object this->executor_->getFunctor()->setRawObjectPointer(object); return true; } else if (object) orxout(internal_error, context::commands) << "Can't assign object to console command \"" << this->baseName_ << "\", no functor set." << endl; } else if (object) orxout(internal_error, context::commands) << "Can't assign object to console command \"" << this->baseName_ << "\", no executor set." << endl; return false; } /** @brief Push a new object to the object-stack. */ void ConsoleCommand::pushObject(void* object) { void* oldobject = this->getObject(); if (this->setObject(object)) this->objectStack_.push_back(oldobject); } /** @brief Removes the current object from the stack an restores the old object. */ void ConsoleCommand::popObject() { void* newobject = nullptr; if (!this->objectStack_.empty()) { newobject = this->objectStack_.back(); this->objectStack_.pop_back(); } this->setObject(newobject); } /** @brief Returns the current object pointer that is used to execute member-functions. */ void* ConsoleCommand::getObject() const { if (this->executor_ && this->executor_->getFunctor()) return this->executor_->getFunctor()->getRawObjectPointer(); else return nullptr; } /** @brief Changes the default values of the current executor. */ ConsoleCommand& ConsoleCommand::defaultValues(const MultiType& arg1) { if (this->executor_) this->executor_->setDefaultValues(arg1); else orxout(internal_error, context::commands) << "Can't set default values in console command \"" << this->baseName_ << "\", no executor set." << endl; return *this; } /** @brief Changes the default values of the current executor. */ ConsoleCommand& ConsoleCommand::defaultValues(const MultiType& arg1, const MultiType& arg2) { if (this->executor_) this->executor_->setDefaultValues(arg1, arg2); else orxout(internal_error, context::commands) << "Can't set default values in console command \"" << this->baseName_ << "\", no executor set." << endl; return *this; } /** @brief Changes the default values of the current executor. */ ConsoleCommand& ConsoleCommand::defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3) { if (this->executor_) this->executor_->setDefaultValues(arg1, arg2, arg3); else orxout(internal_error, context::commands) << "Can't set default values in console command \"" << this->baseName_ << "\", no executor set." << endl; return *this; } /** @brief Changes the default values of the current executor. */ ConsoleCommand& ConsoleCommand::defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3, const MultiType& arg4) { if (this->executor_) this->executor_->setDefaultValues(arg1, arg2, arg3, arg4); else orxout(internal_error, context::commands) << "Can't set default values in console command \"" << this->baseName_ << "\", no executor set." << endl; return *this; } /** @brief Changes the default values of the current executor. */ ConsoleCommand& ConsoleCommand::defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3, const MultiType& arg4, const MultiType& arg5) { if (this->executor_) this->executor_->setDefaultValues(arg1, arg2, arg3, arg4, arg5); else orxout(internal_error, context::commands) << "Can't set default values in console command \"" << this->baseName_ << "\", no executor set." << endl; return *this; } /** @brief Changes the default value of the argument with given index of the current executor. @param index The index of the argument (the first argument has index 0) @param arg The new default value */ ConsoleCommand& ConsoleCommand::defaultValue(unsigned int index, const MultiType& arg) { if (this->executor_) this->executor_->setDefaultValue(index, arg); else orxout(internal_error, context::commands) << "Can't set default values in console command \"" << this->baseName_ << "\", no executor set." << endl; return *this; } /** @brief Changes the argument completer for the given argument. @param index The index of the argument (the first argument has index 0) @param completer The new argument completer */ ConsoleCommand& ConsoleCommand::argumentCompleter(unsigned int index, ArgumentCompleter* completer) { if (index < 5) this->argumentCompleter_[index] = completer; else orxout(internal_warning, context::commands) << "Couldn't add autocompletion-function for index " << index << " in console command \"" << this->baseName_ << "\": index out of bound." << endl; return *this; } /** @brief Returns the argument completer for the argument with given index. */ ArgumentCompleter* ConsoleCommand::getArgumentCompleter(unsigned int index) const { if (index < 5) return this->argumentCompleter_[index]; else return nullptr; } /** @brief Sets the description of this command. */ ConsoleCommand& ConsoleCommand::description(const std::string& description) { this->description_ = std::string("ConsoleCommandDescription::" + this->baseName_ + "::function"); AddLanguageEntry(this->description_, description); return *this; } /** @brief Returns the description of this command. */ const std::string& ConsoleCommand::getDescription() const { return GetLocalisation_noerror(this->description_); } /** @brief Sets the description for an argument with given index. */ ConsoleCommand& ConsoleCommand::descriptionParam(unsigned int index, const std::string& description) { if (index < MAX_FUNCTOR_ARGUMENTS) { this->descriptionParam_[index] = std::string("ConsoleCommandDescription::" + this->baseName_ + "::param" + multi_cast(index)); AddLanguageEntry(this->descriptionParam_[index], description); } return *this; } /** @brief Returns the description for the argument with given index. */ const std::string& ConsoleCommand::getDescriptionParam(unsigned int index) const { if (index < MAX_FUNCTOR_ARGUMENTS) return GetLocalisation_noerror(this->descriptionParam_[index]); return this->descriptionParam_[0]; } /** @brief Sets the description for the return-value. */ ConsoleCommand& ConsoleCommand::descriptionReturnvalue(const std::string& description) { this->descriptionReturnvalue_ = std::string("ConsoleCommandDescription::" + this->baseName_ + "::returnvalue"); AddLanguageEntry(this->descriptionReturnvalue_, description); return *this; } /** @brief Returns the description for the return-value. */ const std::string& ConsoleCommand::getDescriptionReturnvalue(int index) const { return GetLocalisation_noerror(this->descriptionReturnvalue_); } /** @brief Changes the keybind mode. */ ConsoleCommand& ConsoleCommand::changeKeybindMode(KeybindMode::Value mode) { if( KeyBinderManager::exists() ) KeyBinderManager::getInstance().getCurrent()->changeMode(this, mode); this->keybindMode(mode); return *this; } }