Changeset 11071 for code/trunk/src/libraries/core/command/ConsoleCommand.h
- Timestamp:
- Jan 17, 2016, 10:29:21 PM (8 years ago)
- Location:
- code/trunk
- Files:
-
- 2 edited
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- Added
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code/trunk
- Property svn:mergeinfo changed
-
code/trunk/src/libraries/core/command/ConsoleCommand.h
r10624 r11071 60 60 } 61 61 62 namespace AccessLevel 62 /** 63 @brief Possible access levels: A command can only be executed if the program is in the state which is requested by the access level. 64 */ 65 enum class AccessLevel 63 66 { 64 /** 65 @brief Possible access levels: A command can only be executed if the program is in the state which is requested by the access level. 66 */ 67 enum Enum 68 { 69 All, 70 Standalone, 71 Master, 72 Server, 73 Client, 74 Online, 75 Offline, 76 None 77 }; 78 } 67 All, 68 Standalone, 69 Master, 70 Server, 71 Client, 72 Online, 73 Offline, 74 None 75 }; 79 76 80 77 /** … … 195 192 { if (this->command_) { this->command_->popFunction(); } return *this; } 196 193 197 /// Sets the current function-pointer to NULL, which also deactivates the command.194 /// Sets the current function-pointer to nullptr, which also deactivates the command. 198 195 inline ConsoleCommandManipulator& resetFunction() 199 196 { if (this->command_) { this->command_->resetFunction(); } return *this; } … … 205 202 inline ConsoleCommandManipulator& pushObject(void* object) 206 203 { if (this->command_) { this->command_->pushObject(object); } return *this; } 207 /// Removes the current object from the object-stack and restores the old object (or NULLif there's no object left on the stack).204 /// Removes the current object from the object-stack and restores the old object (or nullptr if there's no object left on the stack). 208 205 inline ConsoleCommandManipulator& popObject() 209 206 { if (this->command_) { this->command_->popObject(); } return *this; } … … 249 246 250 247 /// Changes the access level of the command. 251 inline ConsoleCommandManipulator& accessLevel(AccessLevel ::Enumlevel)248 inline ConsoleCommandManipulator& accessLevel(AccessLevel level) 252 249 { if (this->command_) { this->command_->accessLevel(level); } return *this; } 253 250 … … 332 329 333 330 /// Changes the access level of the command. 334 inline ConsoleCommand& accessLevel(AccessLevel ::Enumlevel)331 inline ConsoleCommand& accessLevel(AccessLevel level) 335 332 { this->accessLevel_ = level; return *this; } 336 333 /// Returns the access level of the command. 337 inline AccessLevel ::EnumgetAccessLevel() const334 inline AccessLevel getAccessLevel() const 338 335 { return this->accessLevel_; } 339 336 … … 394 391 bool bActive_; ///< True if the command should be active (it can still be inactive, for example if the function is missing) 395 392 bool bHidden_; ///< True if the command is hidden (it is still executable, but not visible in the list of available commands) 396 AccessLevel ::Enum accessLevel_;///< The access level (the state of the game in which you can access the command)393 AccessLevel accessLevel_; ///< The access level (the state of the game in which you can access the command) 397 394 std::string baseName_; ///< The name that was first assigned to the command 398 395 std::vector<CommandName> names_; ///< All names and aliases of this command
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