Changeset 10624 for code/trunk/src/libraries/core/command/ConsoleCommand.h
- Timestamp:
- Oct 4, 2015, 9:12:21 PM (10 years ago)
- Location:
- code/trunk
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- 2 edited
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code/trunk
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code/trunk/src/libraries/core/command/ConsoleCommand.h
r9983 r10624 28 28 29 29 /** 30 @defgroup ConsoleCommand Console commands31 @ingroup Command32 */33 34 /**35 30 @file 36 31 @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. 32 @brief Declaration of the orxonox::ConsoleCommand class. 215 33 */ 216 34 … … 223 41 #include <vector> 224 42 225 #include "util/VA_NARGS.h"226 43 #include "ArgumentCompletionFunctions.h" 227 44 #include "Executor.h" 228 229 230 /**231 @brief Defines a console command. The macro is overloaded for 2-4 parameters.232 233 This is an overloaded macro. Depending on the number of arguments a different234 overloaded implementation of the macro will be chosen.235 236 Console commands created with SetConsoleCommand() become active immediately and237 the given function-pointer (and optionally the object) will be used to execute238 the command.239 */240 #define SetConsoleCommand(...) \241 BOOST_PP_EXPAND(BOOST_PP_CAT(SetConsoleCommand, ORXONOX_VA_NARGS(__VA_ARGS__))(__VA_ARGS__))242 /**243 @brief This macro is executed if you call SetConsoleCommand() with 2 arguments.244 @param name The name (string) of the console command245 @param functionpointer The function-pointer of the corresponding command-function246 */247 #define SetConsoleCommand2(name, functionpointer) \248 SetConsoleCommandGeneric("", name, orxonox::createFunctor(functionpointer))249 /**250 @brief This macro is executed if you call SetConsoleCommand() with 3 arguments.251 @param group The group (string) of the console command252 @param name The name (string) of the console command253 @param functionpointer The function-pointer of the corresponding command-function254 */255 #define SetConsoleCommand3(group, name, functionpointer) \256 SetConsoleCommandGeneric(group, name, orxonox::createFunctor(functionpointer))257 /**258 @brief This macro is executed if you call SetConsoleCommand() with 4 arguments.259 @param group The group (string) of the console command260 @param name The name (string) of the console command261 @param functionpointer The function-pointer of the corresponding command-function262 @param object The object that will be assigned to the command. Used for member-functions.263 */264 #define SetConsoleCommand4(group, name, functionpointer, object) \265 SetConsoleCommandGeneric(group, name, orxonox::createFunctor(functionpointer, object))266 267 /// Internal macro268 #define SetConsoleCommandGeneric(group, name, functor) \269 static orxonox::ConsoleCommand& BOOST_PP_CAT(__consolecommand_, __UNIQUE_NUMBER__) = (*orxonox::createConsoleCommand(group, name, orxonox::createExecutor(functor)))270 271 272 /**273 @brief Declares a console command. The macro is overloaded for 2-3 parameters.274 275 This is an overloaded macro. Depending on the number of arguments a different276 overloaded implementation of the macro will be chosen.277 278 Console commands created with DeclareConsoleCommand() don't use the the given279 function-pointer to execute the command, it is only used to define the header280 of the future command-function. The command is inactive until you manually281 set a function with orxonox::ModifyConsoleCommand(). You can use a different282 function-pointer than in the final command, as long as it has the same header.283 */284 #define DeclareConsoleCommand(...) \285 BOOST_PP_EXPAND(BOOST_PP_CAT(DeclareConsoleCommand, ORXONOX_VA_NARGS(__VA_ARGS__))(__VA_ARGS__))286 /**287 @brief This macro is executed if you call DeclareConsoleCommand() with 2 arguments.288 @param name The name (string) of the console command289 @param functionpointer The function-pointer of an arbitrary function that has the same header as the final function290 */291 #define DeclareConsoleCommand2(name, functionpointer) \292 DeclareConsoleCommandGeneric("", name, orxonox::createFunctor(functionpointer))293 /**294 @brief This macro is executed if you call DeclareConsoleCommand() with 3 arguments.295 @param group The group (string) of the console command296 @param name The name (string) of the console command297 @param functionpointer The function-pointer of an arbitrary function that has the same header as the final function298 */299 #define DeclareConsoleCommand3(group, name, functionpointer) \300 DeclareConsoleCommandGeneric(group, name, orxonox::createFunctor(functionpointer))301 302 /// Internal macro303 #define DeclareConsoleCommandGeneric(group, name, functor) \304 static orxonox::ConsoleCommand& BOOST_PP_CAT(__consolecommand_, __UNIQUE_NUMBER__) = (*orxonox::createConsoleCommand(group, name, orxonox::createExecutor(functor), false))305 306 45 307 46 namespace orxonox … … 365 104 366 105 public: 106 /** 107 * @brief Defines the name of a command, consisting of an optional group ("" means no group) and the name itself. 108 */ 109 struct CommandName 110 { 111 CommandName(const std::string& group, const std::string& name) : group_(group), name_(name) {} 112 std::string group_; 113 std::string name_; 114 }; 115 367 116 /** 368 117 @brief Helper class that is used to manipulate console commands. … … 522 271 523 272 public: 273 ConsoleCommand(const std::string& name, const ExecutorPtr& executor, bool bInitialized = true); 524 274 ConsoleCommand(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized = true); 525 275 ~ConsoleCommand(); … … 620 370 { return this; } 621 371 372 inline const std::vector<CommandName>& getNames() 373 { return this->names_; } 374 622 375 private: 376 void init(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized); 377 623 378 bool headersMatch(const FunctorPtr& functor); 624 379 bool headersMatch(const ExecutorPtr& executor); … … 641 396 AccessLevel::Enum accessLevel_; ///< The access level (the state of the game in which you can access the command) 642 397 std::string baseName_; ///< The name that was first assigned to the command 398 std::vector<CommandName> names_; ///< All names and aliases of this command 643 399 FunctorPtr baseFunctor_; ///< The functor that defines the header of the command-function 644 400 … … 655 411 LanguageEntryLabel descriptionReturnvalue_; ///< A description of the return-value 656 412 LanguageEntryLabel descriptionParam_[MAX_FUNCTOR_ARGUMENTS]; ///< A description for each argument 657 658 public:659 /// Returns the map with all groups and commands.660 static inline const std::map<std::string, std::map<std::string, ConsoleCommand*> >& getCommands()661 { return ConsoleCommand::getCommandMap(); }662 /// Returns the map with all groups and commands in lowercase.663 static inline const std::map<std::string, std::map<std::string, ConsoleCommand*> >& getCommandsLC()664 { return ConsoleCommand::getCommandMapLC(); }665 666 /// Returns a command (shortcut) with given name. @param name The name of the command shortcut @param bPrintError If true, an error is printed if the command doesn't exist667 static inline ConsoleCommand* getCommand(const std::string& name, bool bPrintError = false)668 { return ConsoleCommand::getCommand("", name, bPrintError); }669 /// Returns a command (shortcut) with given name in lowercase. @param name The lowercase name of the command shortcut @param bPrintError If true, an error is printed if the command doesn't exist670 static inline ConsoleCommand* getCommandLC(const std::string& name, bool bPrintError = false)671 { return ConsoleCommand::getCommandLC("", name, bPrintError); }672 673 static ConsoleCommand* getCommand(const std::string& group, const std::string& name, bool bPrintError = false);674 static ConsoleCommand* getCommandLC(const std::string& group, const std::string& name, bool bPrintError = false);675 676 static void destroyAll();677 678 private:679 static std::map<std::string, std::map<std::string, ConsoleCommand*> >& getCommandMap();680 static std::map<std::string, std::map<std::string, ConsoleCommand*> >& getCommandMapLC();681 682 static void registerCommand(const std::string& group, const std::string& name, ConsoleCommand* command);683 static void unregisterCommand(ConsoleCommand* command);684 413 }; 685 686 /**687 @brief Creates a new ConsoleCommand.688 @param name The name of the command689 @param executor The executor of the command690 @param bInitialized If true, the command is ready to be executed, otherwise it has to be activated first.691 */692 inline ConsoleCommand* createConsoleCommand(const std::string& name, const ExecutorPtr& executor, bool bInitialized = true)693 { return new ConsoleCommand("", name, executor, bInitialized); }694 /**695 @brief Creates a new ConsoleCommand.696 @param group The group of the command697 @param name The name of the command698 @param executor The executor of the command699 @param bInitialized If true, the command is ready to be executed, otherwise it has to be activated first.700 */701 inline ConsoleCommand* createConsoleCommand(const std::string& group, const std::string& name, const ExecutorPtr& executor, bool bInitialized = true)702 { return new ConsoleCommand(group, name, executor, bInitialized); }703 704 705 /**706 @brief Returns a manipulator for a command with the given name.707 708 @note If the command doesn't exist, the manipulator contains a NULL pointer to the command,709 but it can still be used without checks, because all functions of ConsoleCommandManipulator710 check internally if the command exists.711 */712 inline ConsoleCommand::ConsoleCommandManipulator ModifyConsoleCommand(const std::string& name)713 { return ConsoleCommand::getCommand(name, true); }714 /**715 @brief Returns a manipulator for a command with the given group and name.716 717 @note If the command doesn't exist, the manipulator contains a NULL pointer to the command,718 but it can still be used without checks, because all functions of ConsoleCommandManipulator719 check internally if the command exists.720 */721 inline ConsoleCommand::ConsoleCommandManipulator ModifyConsoleCommand(const std::string& group, const std::string& name)722 { return ConsoleCommand::getCommand(group, name, true); }723 414 } 724 415
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