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source: code/branches/core7/src/libraries/core/command/ConsoleCommand.h @ 10346

Last change on this file since 10346 was 10346, checked in by landauf, 9 years ago

moved static contents from ConsoleCommand to ConsoleCommandManager

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @defgroup ConsoleCommand Console commands
31    @ingroup Command
32*/
33
34/**
35    @file
36    @ingroup Command ConsoleCommand
37    @brief Declaration of the orxonox::ConsoleCommand class and the SetConsoleCommand() macro.
38
39    @anchor ConsoleCommandExample
40
41    Console commands can be used to write scripts, use key-bindings or simply to be
42    entered into the shell by the user. Instances of orxonox::ConsoleCommand define
43    the function of a command, and also more information like, for example, if it is
44    active, default values, and possible arguments.
45
46    Commands need to be registered to the system statically on startup by using the
47    SetConsoleCommand() or DeclareConsoleCommand() macros outside of a function.
48    This ensures that commands are known to the system at any time, so they can be
49    evaluated (see orxonox::CommandExecutor::evaluate()), for example for key-bindings.
50
51    Example:
52    @code
53    void myCoutFunction(const std::string& text)        // Define a static function
54    {
55        orxout() << "Text: " << text << endl;           // Print the text to the console
56    }
57
58    SetConsoleCommand("cout", &myCoutFunction);         // Register the function as command with name "cout"
59    @endcode
60
61    Now you can open the shell and execute the command:
62    @code
63    $ cout Hello World
64    @endcode
65
66    Internally this command is now passed to orxonox::CommandExecutor::execute():
67    @code
68    CommandExecutor::execute("cout HelloWorld");
69    @endcode
70
71    CommandExecutor searches for a command with name "cout" and passes the arguments
72    "Hello World" to it. Because we registered myCoutFunction() with this command,
73    as a result the following text will be printed to the console:
74    @code
75    Text: Hello World
76    @endcode
77
78    You can add more attributes to the ConsoleCommand, by using the command-chain feature
79    of SetConsoleCommand(). For example like this:
80    @code
81    SetConsoleCommand("cout", &myCoutFunction)
82        .addGroup("output", "text")
83        .accessLevel(AccessLevel::Offline)
84        .defaultValues("no text");
85    @endcode
86
87    Open the shell again and try it:
88    @code
89    $ cout Hello World
90    Text: Hello World
91    $ output text Hello World
92    Text: Hello World
93    $ cout
94    Text: no text
95    @endcode
96
97    If you execute it online (note: the access level is "Offline"), you will see the
98    following (or something similar):
99    @code
100    $ cout Hello World
101    Error: Can't execute command "cout", access denied.
102    @endcode
103
104    If a command is executed, the arguments are passed to an underlying function,
105    whitch is wrapped by an orxonox::Functor which again is wrapped by an orxonox::Executor.
106    The Functor contains the function-pointer, as well as the object-pointer in
107    case of a non-static member-function. The executor stores possible default-values
108    for each argument of the function.
109
110    The function of a command can be changed at any time. It's possible to just exchange
111    the function-pointer of the underlying Functor if the headers of the functions are
112    exactly the same. But you can also exchange the Functor itself or even completely
113    replace the Executor. Also the other attributes of a ConsoleCommand can be modified
114    during the game, for example it can be activated or deactivated.
115
116    To do so, the function ModifyConsoleCommand() has to be used. It returns an instance
117    of orxonox::ConsoleCommand::ConsoleCommandManipulator which has an interface similar to
118    orxonox::ConsoleCommand, but with slight differences. You can use it the same way like
119    SetConsoleCommand(), meaning you can use command-chains to change different attributes at
120    the same time. ModifyConsoleCommand() must not be executed statically, but rather in a
121    function at some point of the execution of the program.
122
123    Example:
124    @code
125    void myOtherCoutFunction(const std::string& text)                       // Define a new static function
126    {
127        orxout() << "Uppercase: " << getUppercase(text) << endl;            // Print the text in uppercase to the console
128    }
129
130    {
131        // ...                                                              // somewhere in the code
132
133        ModifyConsoleCommand("cout").setFunction(&myOtherCoutFunction);     // Modify the underlying function of the command
134
135        // ...
136    }
137    @endcode
138
139    If you now enter the command into the shell, you'll see a different behavior:
140    @code
141    $ cout Hello World
142    Uppercase: HELLO WORLD
143    $ cout
144    Uppercase: NO TEXT
145    @endcode
146
147    A few important notes about changing functions:
148
149    Instead of changing the function with setFunction(), you can also create a command-stack
150    by using pushFunction() and popFunction(). It's important to note a few things about that,
151    because the underlying structure of Executor and Functor has a few pitfalls:
152     - If you push a new function-pointer, the same executor as before will be used (and, if
153       the headers match, even the same functor can be used, which is very fast)
154     - If you push a new Functor, the same executor as before will be used
155     - If you push a new Executor, everything is changed
156
157    Note that the executor contains the @b default @b values, so if you just exchange the
158    Functor, the default values remain the same. However if you decide to change the default
159    values at any point of the stack, <b>this will also change the default values on all
160    other stack-levels</b> that share the same executor. If you don't like this behavior,
161    you have to explicitly push a new executor before changing the default values, either by
162    calling pushFunction(executor) or by calling pushFunction(void) which pushes a copy of
163    the current executor to the stack.
164
165    Another important point are object pointers in case of non-static member-functions.
166    Whenever you set or push a new function, <b>you must add the object pointer again</b>
167    because objects are stored in the Functor which is usually exchanged if you change
168    the function.
169
170    You can also use a stack for objects, but note that this <b>object-stack is different for each
171    function</b> - so if you set a new function, the object-stack will be cleared. If you push
172    a new function, the old object-stack is stored in the stack, so it can be restored if
173    you pop the function.
174
175    %DeclareConsoleCommand():
176
177    Appart from SetConsoleCommand() you can also call DeclareConsoleCommand(). In contrast
178    to SetConsoleCommand(), this doesn't assign a function to the command. Indeed you have
179    to pass a function-pointer to DeclareConsoleCommand(), but it is only used to determine
180    the header of the future command-function. This allows to declare a command statically,
181    thus it's possible to evaluate key-bindings of this command, but the actual function
182    can be assigned at a later point.
183
184    Example:
185    @code
186    DeclareConsoleCommand("cout", &prototype::void__string);
187    @endcode
188
189    If you try to execute the command now, you see the following (or something similar):
190    @code
191    $ cout Hello World
192    Error: Can't execute command "cout", command is not active.
193    @endcode
194
195    You first have to assign a function to use the command:
196    @code
197    {
198        // ...
199
200        ModifyConsoleCommand("cout").setFunction(&myCoutFunction);
201
202        // ...
203    }
204    @endcode
205
206    Now you can use it:
207    @code
208    $ cout Hello World
209    Text: Hello World
210    @endcode
211
212    Note that the initial function prototype::void__string is defined in the namespace
213    orxonox::prototype. If there's no function with the desired header, you can extend
214    the collection of functions or simply use another function that has the same header.
215*/
216
217#ifndef _ConsoleCommand_H__
218#define _ConsoleCommand_H__
219
220#include "core/CorePrereqs.h"
221
222#include <stack>
223#include <vector>
224
225#include "util/VA_NARGS.h"
226#include "ArgumentCompletionFunctions.h"
227#include "Executor.h"
228#include "ConsoleCommandManager.h"
229
230
231/**
232    @brief Defines a console command. The macro is overloaded for 2-4 parameters.
233
234    This is an overloaded macro. Depending on the number of arguments a different
235    overloaded implementation of the macro will be chosen.
236
237    Console commands created with SetConsoleCommand() become active immediately and
238    the given function-pointer (and optionally the object) will be used to execute
239    the command.
240*/
241#define SetConsoleCommand(...) \
242    BOOST_PP_EXPAND(BOOST_PP_CAT(SetConsoleCommand, ORXONOX_VA_NARGS(__VA_ARGS__))(__VA_ARGS__))
243/**
244    @brief This macro is executed if you call SetConsoleCommand() with 2 arguments.
245    @param name The name (string) of the console command
246    @param functionpointer The function-pointer of the corresponding command-function
247*/
248#define SetConsoleCommand2(name, functionpointer) \
249    SetConsoleCommandGeneric("", name, orxonox::createFunctor(functionpointer))
250/**
251    @brief This macro is executed if you call SetConsoleCommand() with 3 arguments.
252    @param group The group (string) of the console command
253    @param name The name (string) of the console command
254    @param functionpointer The function-pointer of the corresponding command-function
255*/
256#define SetConsoleCommand3(group, name, functionpointer) \
257    SetConsoleCommandGeneric(group, name, orxonox::createFunctor(functionpointer))
258/**
259    @brief This macro is executed if you call SetConsoleCommand() with 4 arguments.
260    @param group The group (string) of the console command
261    @param name The name (string) of the console command
262    @param functionpointer The function-pointer of the corresponding command-function
263    @param object The object that will be assigned to the command. Used for member-functions.
264*/
265#define SetConsoleCommand4(group, name, functionpointer, object) \
266    SetConsoleCommandGeneric(group, name, orxonox::createFunctor(functionpointer, object))
267
268/// Internal macro
269#define SetConsoleCommandGeneric(group, name, functor) \
270    static orxonox::ConsoleCommand& BOOST_PP_CAT(__consolecommand_, __UNIQUE_NUMBER__) = (*orxonox::createConsoleCommand(group, name, orxonox::createExecutor(functor)))
271
272
273/**
274    @brief Declares a console command. The macro is overloaded for 2-3 parameters.
275
276    This is an overloaded macro. Depending on the number of arguments a different
277    overloaded implementation of the macro will be chosen.
278
279    Console commands created with DeclareConsoleCommand() don't use the the given
280    function-pointer to execute the command, it is only used to define the header
281    of the future command-function. The command is inactive until you manually
282    set a function with orxonox::ModifyConsoleCommand(). You can use a different
283    function-pointer than in the final command, as long as it has the same header.
284*/
285#define DeclareConsoleCommand(...) \
286    BOOST_PP_EXPAND(BOOST_PP_CAT(DeclareConsoleCommand, ORXONOX_VA_NARGS(__VA_ARGS__))(__VA_ARGS__))
287/**
288    @brief This macro is executed if you call DeclareConsoleCommand() with 2 arguments.
289    @param name The name (string) of the console command
290    @param functionpointer The function-pointer of an arbitrary function that has the same header as the final function
291*/
292#define DeclareConsoleCommand2(name, functionpointer) \
293    DeclareConsoleCommandGeneric("", name, orxonox::createFunctor(functionpointer))
294/**
295    @brief This macro is executed if you call DeclareConsoleCommand() with 3 arguments.
296    @param group The group (string) of the console command
297    @param name The name (string) of the console command
298    @param functionpointer The function-pointer of an arbitrary function that has the same header as the final function
299*/
300#define DeclareConsoleCommand3(group, name, functionpointer) \
301    DeclareConsoleCommandGeneric(group, name, orxonox::createFunctor(functionpointer))
302
303/// Internal macro
304#define DeclareConsoleCommandGeneric(group, name, functor) \
305    static orxonox::ConsoleCommand& BOOST_PP_CAT(__consolecommand_, __UNIQUE_NUMBER__) = (*orxonox::createConsoleCommand(group, name, orxonox::createExecutor(functor), false))
306
307
308namespace orxonox
309{
310    /**
311        @brief A small collection of functions that can be used in DeclareConsoleCommand() if
312        you don't want to use the real function-pointer.
313    */
314    namespace prototype
315    {
316        inline void void__void(void) {}
317        inline void void__string(const std::string&) {}
318
319        inline std::string string__bool(bool) { return ""; }
320        inline std::string string__string(const std::string&) { return ""; }
321        inline std::string string__uint_uint_bool(unsigned int, unsigned int, bool) { return ""; }
322    }
323
324    namespace AccessLevel
325    {
326        /**
327            @brief Possible access levels: A command can only be executed if the program is in the state which is requested by the access level.
328        */
329        enum Enum
330        {
331            All,
332            Standalone,
333            Master,
334            Server,
335            Client,
336            Online,
337            Offline,
338            None
339        };
340    }
341
342    /**
343        @brief The ConsoleCommand class stores all information about a console command which can be executed by CommandExecutor.
344
345        Console commands can be entered by the user into the shell, called in scripts, or
346        used for key-bindings. They are simple text strings that can be executed by
347        CommandExecutor. CommandExecutor will search for a ConsoleCommand with the given
348        group and name and will execute it's Executor (which again calls the Functor and
349        this finally calls the command-function).
350
351        @see See @ref ConsoleCommandExample "ConsoleCommand.h" for more information and some examples.
352    */
353    class _CoreExport ConsoleCommand
354    {
355        friend struct ConsoleCommandManipulator;
356
357        /**
358            @brief Helper class that is used to put the current state of the ConsoleCommand on a stack.
359        */
360        struct Command
361        {
362            ExecutorPtr executor_;              ///< The executor
363            FunctorPtr functor_;                ///< The function that is used with the executor - has to be stored separatley because the executor is often used with different functors
364            std::vector<void*> objectStack_;    ///< The object stack
365        };
366
367        public:
368            /**
369                @brief Helper class that is used to manipulate console commands.
370
371                An instance of this class is returned if you call the ModifyConsoleCommand macro.
372                This class provides an interface which wraps some functions of ConsoleCommand. It
373                allows access to some private functions like setFunction() (that can't be called
374                right after SetConsoleCommand()) but it also hides some functions that shouln't be
375                called after the static declaration like addShortcut() or description().
376
377                @see See @ref ConsoleCommandExample "ConsoleCommand.h" for more information and examples.
378            */
379            struct ConsoleCommandManipulator
380            {
381                public:
382                    /// Constructor: Creates a manipulator for a given ConsoleCommand.
383                    ConsoleCommandManipulator(ConsoleCommand* command) : command_(command) {}
384
385                    /// Changes the current function of the command. @param function The new function-pointer @param bForce If true, the new function-pointer is always assigned, even if the headers don't match
386                    template <class F>
387                    inline ConsoleCommandManipulator& setFunction(F function, bool bForce = false)
388                        {
389                            if (this->command_)
390                            {
391                                // check if the headers match. If they do, only change the function-pointer of the current Functor instead of creating a new Functor
392                                if (this->command_->getExecutor() && this->command_->getExecutor()->getFunctor() && this->command_->getExecutor()->getFunctor()->getFullIdentifier() == typeid(F))
393                                {
394                                    FunctorPointer<F>* functor = static_cast<FunctorPointer<F>*>(this->command_->getExecutor()->getFunctor().get());
395                                    functor->setFunction(function);
396                                    return *this;
397                                }
398                                this->command_->setFunction(createFunctor(function), bForce);
399                            }
400                            return *this;
401                        }
402                    /// Changes the current function of the command. @param function The new function-pointer @param object The new object-pointer (for member-functions) @param bForce If true, the new function-pointer is always assigned, even if the headers don't match
403                    template <class F, class O>
404                    inline ConsoleCommandManipulator& setFunction(F function, O* object, bool bForce = false)
405                        {
406                            if (this->command_)
407                            {
408                                // check if the headers match. If they do, only change the function-pointer of the current Functor instead of creating a new Functor
409                                if (this->command_->getExecutor() && this->command_->getExecutor()->getFunctor() && this->command_->getExecutor()->getFunctor()->getFullIdentifier() == typeid(F))
410                                {
411                                    FunctorPointer<F, O>* functor = static_cast<FunctorPointer<F, O>*>(this->command_->getExecutor()->getFunctor().get());
412                                    functor->setFunction(function);
413                                    functor->setObject(object);
414                                    return *this;
415                                }
416                                this->command_->setFunction(createFunctor(function, object), bForce);
417                            }
418                            return *this;
419                        }
420                    /// Changes the current Functor of the command. @param functor The new Functor @param bForce If true, the new Functor is always assigned, even if the headers don't match
421                    inline ConsoleCommandManipulator& setFunction(const FunctorPtr& functor, bool bForce = false)
422                        { if (this->command_) { this->command_->setFunction(functor, bForce); } return *this; }
423                    /// Changes the current Executor of the command. @param executor The new Executor @param bForce If true, the new Executor is always assigned, even if the headers don't match
424                    inline ConsoleCommandManipulator& setFunction(const ExecutorPtr& executor, bool bForce = false)
425                        { if (this->command_) { this->command_->setFunction(executor, bForce); } return *this; }
426
427                    /// Pushes a copy of the current Executor on the command-stack, that can be altered without changing the old Executor. @details This function is especially useful if you don't wan't to change the function, but only the default values of the executor.
428                    inline ConsoleCommandManipulator& pushFunction()
429                        { if (this->command_) { this->command_->pushFunction(); } return *this; }
430                    /// Pushes a new function on the command-stack. @param function The new function-pointer @param bForce If true, the new function-pointer is always assigned, even if the headers don't match
431                    template <class F>
432                    inline ConsoleCommandManipulator& pushFunction(F function, bool bForce = false)
433                        { if (this->command_) { this->command_->pushFunction(createFunctor(function), bForce); } return *this; }
434                    /// Pushes a new function on the command-stack. @param function The new function-pointer @param object The new object-pointer (for member-functions) @param bForce If true, the new function-pointer is always assigned, even if the headers don't match
435                    template <class F, class O>
436                    inline ConsoleCommandManipulator& pushFunction(F function, O* object, bool bForce = false)
437                        { if (this->command_) { this->command_->pushFunction(createFunctor(function, object), bForce); } return *this; }
438                    /// Pushes a new Functor on the command-stack. @param functor The new Functor @param bForce If true, the new Functor is always assigned, even if the headers don't match
439                    inline ConsoleCommandManipulator& pushFunction(const FunctorPtr& functor, bool bForce = false)
440                        { if (this->command_) { this->command_->pushFunction(functor, bForce); } return *this; }
441                    /// Pushes a new Executor on the command-stack. @param executor The new Executor @param bForce If true, the new Executor is always assigned, even if the headers don't match
442                    inline ConsoleCommandManipulator& pushFunction(const ExecutorPtr& executor, bool bForce = false)
443                        { if (this->command_) { this->command_->pushFunction(executor, bForce); } return *this; }
444
445                    /// Removes the current function from the stack and restores the old state. If there's no other function on the stack, the command is deactivated.
446                    inline ConsoleCommandManipulator& popFunction()
447                        { if (this->command_) { this->command_->popFunction(); } return *this; }
448
449                    /// Sets the current function-pointer to NULL, which also deactivates the command.
450                    inline ConsoleCommandManipulator& resetFunction()
451                        { if (this->command_) { this->command_->resetFunction(); } return *this; }
452
453                    /// Changes the current object (used for member-functions).
454                    inline ConsoleCommandManipulator& setObject(void* object)
455                        { if (this->command_) { this->command_->setObject(object); } return *this; }
456                    /// Pushes a new object on the object-stack.
457                    inline ConsoleCommandManipulator& pushObject(void* object)
458                        { if (this->command_) { this->command_->pushObject(object); } return *this; }
459                    /// Removes the current object from the object-stack and restores the old object (or NULL if there's no object left on the stack).
460                    inline ConsoleCommandManipulator& popObject()
461                        { if (this->command_) { this->command_->popObject(); } return *this; }
462
463                    /// Changes the activity of the command.
464                    inline ConsoleCommandManipulator& setActive(bool bActive)
465                        { if (this->command_) { this->command_->setActive(bActive); } return *this; }
466                    /// Activates the command.
467                    inline ConsoleCommandManipulator& activate()
468                        { return this->setActive(true); }
469                    /// Deactivates the command.
470                    inline ConsoleCommandManipulator& deactivate()
471                        { return this->setActive(false); }
472
473                    /// Changes the visibility of the command.
474                    inline ConsoleCommandManipulator& setHidden(bool bHidden)
475                        { if (this->command_) { this->command_->setHidden(bHidden); } return *this; }
476                    /// Hides the command (can still be executed, but is not visible in the list of available commands).
477                    inline ConsoleCommandManipulator& hide()
478                        { return this->setHidden(true); }
479                    /// Makes the command visible.
480                    inline ConsoleCommandManipulator& show()
481                        { return this->setHidden(false); }
482
483                    /// Changes the default values of the current executor (doesn't modify executors on deeper levels of the command-stack).
484                    inline ConsoleCommandManipulator& defaultValues(const MultiType& arg1)
485                        { if (this->command_) { this->command_->defaultValues(arg1); } return *this; }
486                    /// Changes the default values of the current executor (doesn't modify executors on deeper levels of the command-stack).
487                    inline ConsoleCommandManipulator& defaultValues(const MultiType& arg1, const MultiType& arg2)
488                        { if (this->command_) { this->command_->defaultValues(arg1, arg2); } return *this; }
489                    /// Changes the default values of the current executor (doesn't modify executors on deeper levels of the command-stack).
490                    inline ConsoleCommandManipulator& defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3)
491                        { if (this->command_) { this->command_->defaultValues(arg1, arg2, arg3); } return *this; }
492                    /// Changes the default values of the current executor (doesn't modify executors on deeper levels of the command-stack).
493                    inline ConsoleCommandManipulator& defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3, const MultiType& arg4)
494                        { if (this->command_) { this->command_->defaultValues(arg1, arg2, arg3, arg4); } return *this; }
495                    /// Changes the default values of the current executor (doesn't modify executors on deeper levels of the command-stack).
496                    inline ConsoleCommandManipulator& defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3, const MultiType& arg4, const MultiType& arg5)
497                        { if (this->command_) { this->command_->defaultValues(arg1, arg2, arg3, arg4, arg5); } return *this; }
498                    /// Changes the default value of the argument with given index of the current executor (doesn't modify executors on deeper levels of the command-stack).
499                    inline ConsoleCommandManipulator& defaultValue(unsigned int index, const MultiType& arg)
500                        { if (this->command_) { this->command_->defaultValue(index, arg); } return *this; }
501
502                    /// Changes the access level of the command.
503                    inline ConsoleCommandManipulator& accessLevel(AccessLevel::Enum level)
504                        { if (this->command_) { this->command_->accessLevel(level); } return *this; }
505
506                    /// Changes the argument completer for the given parameter.
507                    inline ConsoleCommandManipulator& argumentCompleter(unsigned int index, ArgumentCompleter* completer)
508                        { if (this->command_) { this->command_->argumentCompleter(index, completer); } return *this; }
509
510                    /// Defines the command to be an input command.
511                    inline ConsoleCommandManipulator& setAsInputCommand()
512                        { if (this->command_) { this->command_->setAsInputCommand(); } return *this; }
513                    /// Changes the keybind mode of the command.
514                    inline ConsoleCommandManipulator& keybindMode(KeybindMode::Value mode)
515                        { if (this->command_) { this->command_->changeKeybindMode(mode); } return *this; }
516                    /// Sets the input configured param to the given index.
517                    inline ConsoleCommandManipulator& inputConfiguredParam(int index)
518                        { if (this->command_) { this->command_->inputConfiguredParam(index); } return *this; }
519
520                private:
521                    ConsoleCommand* command_;   ///< The command which is being manipulated by this object
522            };
523
524        public:
525            ConsoleCommand(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized = true);
526            ~ConsoleCommand();
527
528            ConsoleCommand& addShortcut();
529            ConsoleCommand& addShortcut(const std::string&  name);
530            ConsoleCommand& addGroup(const std::string& group);
531            ConsoleCommand& addGroup(const std::string& group, const std::string&  name);
532
533            /// Returns the name that was first used for this command.
534            inline const std::string& getName() const
535                { return this->baseName_; }
536
537            const ExecutorPtr& getExecutor() const;
538            /// Returns the functor that defines the required header for this command (but isn't necessarily executed).
539            inline const FunctorPtr& getBaseFunctor() const
540                { return this->baseFunctor_; }
541
542            /// Changes the activity of the command.
543            inline ConsoleCommand& setActive(bool bActive)
544                { this->bActive_ = bActive; return *this; }
545            /// Activates the command.
546            inline ConsoleCommand& activate()
547                { return this->setActive(true); }
548            /// Deactivates the command.
549            inline ConsoleCommand& deactivate()
550                { return this->setActive(false); }
551
552            /// Changes the visibility of the command.
553            inline ConsoleCommand& setHidden(bool bHidden)
554                { this->bHidden_ = bHidden; return *this; }
555            /// Hides the command (can still be executed, but is not visible in the list of available commands).
556            inline ConsoleCommand& hide()
557                { return this->setHidden(true); }
558            /// Makes the command visible.
559            inline ConsoleCommand& show()
560                { return this->setHidden(false); }
561
562            bool isActive() const;
563            bool hasAccess() const;
564            /// Returns true if the command is currently hidden.
565            inline bool isHidden() const
566                { return this->bHidden_; }
567
568            ConsoleCommand& description(const std::string& description);
569            const std::string& getDescription() const;
570
571            ConsoleCommand& descriptionParam(unsigned int index, const std::string& description);
572            const std::string& getDescriptionParam(unsigned int index) const;
573
574            ConsoleCommand& descriptionReturnvalue(const std::string& description);
575            const std::string& getDescriptionReturnvalue(int index) const;
576
577            ConsoleCommand& defaultValues(const MultiType& arg1);
578            ConsoleCommand& defaultValues(const MultiType& arg1, const MultiType& arg2);
579            ConsoleCommand& defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3);
580            ConsoleCommand& defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3, const MultiType& arg4);
581            ConsoleCommand& defaultValues(const MultiType& arg1, const MultiType& arg2, const MultiType& arg3, const MultiType& arg4, const MultiType& arg5);
582            ConsoleCommand& defaultValue(unsigned int index, const MultiType& arg);
583
584            /// Changes the access level of the command.
585            inline ConsoleCommand& accessLevel(AccessLevel::Enum level)
586                { this->accessLevel_ = level; return *this; }
587            /// Returns the access level of the command.
588            inline AccessLevel::Enum getAccessLevel() const
589                { return this->accessLevel_; }
590
591            ConsoleCommand& argumentCompleter(unsigned int index, ArgumentCompleter* completer);
592            ArgumentCompleter* getArgumentCompleter(unsigned int index) const;
593
594            /// Defines the command to be an input command
595            inline ConsoleCommand& setAsInputCommand()
596            {
597                this->keybindMode(KeybindMode::OnHold);
598                this->defaultValue(0, Vector2(0.0f, 0.0f));
599                this->inputConfiguredParam(0);
600                return *this;
601            }
602
603            /// Sets the keybind mode. Note: use changeKeybindMode if you intend to change the mode.
604            inline ConsoleCommand& keybindMode(KeybindMode::Value mode)
605                { this->keybindMode_ = mode; return *this; }
606            /// Returns the keybind mode
607            inline KeybindMode::Value getKeybindMode() const
608                { return this->keybindMode_; }
609
610            ConsoleCommand& changeKeybindMode(KeybindMode::Value mode);
611
612            /// Changes the input configured param to the given index.
613            inline ConsoleCommand& inputConfiguredParam(int index)
614                { this->inputConfiguredParam_ = index; return *this; }
615            /// Returns the input configured param.
616            inline int getInputConfiguredParam() const
617                { return this->inputConfiguredParam_; }
618
619            /// Returns a manipulator for this command.
620            inline ConsoleCommandManipulator getManipulator()
621                { return this; }
622
623        private:
624            bool headersMatch(const FunctorPtr& functor);
625            bool headersMatch(const ExecutorPtr& executor);
626
627            bool setFunction(const ExecutorPtr& executor, bool bForce = false);
628            bool setFunction(const FunctorPtr& functor, bool bForce = false);
629            void pushFunction(const ExecutorPtr& executor, bool bForce = false);
630            void pushFunction(const FunctorPtr& functor, bool bForce = false);
631            void pushFunction();
632            void popFunction();
633            void resetFunction();
634
635            bool setObject(void* object);
636            void pushObject(void* object);
637            void popObject();
638            void* getObject() const;
639
640            bool bActive_;                                                  ///< True if the command should be active (it can still be inactive, for example if the function is missing)
641            bool bHidden_;                                                  ///< True if the command is hidden (it is still executable, but not visible in the list of available commands)
642            AccessLevel::Enum accessLevel_;                                 ///< The access level (the state of the game in which you can access the command)
643            std::string baseName_;                                          ///< The name that was first assigned to the command
644            FunctorPtr baseFunctor_;                                        ///< The functor that defines the header of the command-function
645
646            ExecutorPtr executor_;                                          ///< The Executor that is used to execute the command
647            std::stack<Command> commandStack_;                              ///< A stack of commands, used to push and pop different functions
648            std::vector<void*> objectStack_;                                ///< A stack of objects, used to push and pop different objects for a function
649
650            ArgumentCompleter* argumentCompleter_[MAX_FUNCTOR_ARGUMENTS];   ///< ArgumentCompleter for each argument
651
652            KeybindMode::Value keybindMode_;                                ///< The keybind mode
653            int inputConfiguredParam_;                                      ///< The input configured param
654
655            LanguageEntryLabel description_;                                ///< The description of the command
656            LanguageEntryLabel descriptionReturnvalue_;                     ///< A description of the return-value
657            LanguageEntryLabel descriptionParam_[MAX_FUNCTOR_ARGUMENTS];    ///< A description for each argument
658    };
659
660    /**
661        @brief Creates a new ConsoleCommand.
662        @param name The name of the command
663        @param executor The executor of the command
664        @param bInitialized If true, the command is ready to be executed, otherwise it has to be activated first.
665    */
666    inline ConsoleCommand* createConsoleCommand(const std::string& name, const ExecutorPtr& executor, bool bInitialized = true)
667        { return new ConsoleCommand("", name, executor, bInitialized); }
668    /**
669        @brief Creates a new ConsoleCommand.
670        @param group The group of the command
671        @param name The name of the command
672        @param executor The executor of the command
673        @param bInitialized If true, the command is ready to be executed, otherwise it has to be activated first.
674    */
675    inline ConsoleCommand* createConsoleCommand(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized = true)
676        { return new ConsoleCommand(group, name, executor, bInitialized); }
677
678
679    /**
680        @brief Returns a manipulator for a command with the given name.
681
682        @note If the command doesn't exist, the manipulator contains a NULL pointer to the command,
683        but it can still be used without checks, because all functions of ConsoleCommandManipulator
684        check internally if the command exists.
685    */
686    inline ConsoleCommand::ConsoleCommandManipulator ModifyConsoleCommand(const std::string& name)
687        { return ConsoleCommandManager::getCommand(name, true); }
688    /**
689        @brief Returns a manipulator for a command with the given group and name.
690
691        @note If the command doesn't exist, the manipulator contains a NULL pointer to the command,
692        but it can still be used without checks, because all functions of ConsoleCommandManipulator
693        check internally if the command exists.
694    */
695    inline ConsoleCommand::ConsoleCommandManipulator ModifyConsoleCommand(const std::string& group, const std::string& name)
696        { return ConsoleCommandManager::getCommand(group, name, true); }
697}
698
699#endif /* _ConsoleCommand_H__ */
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