Torque3D/Engine/source/console/console.h
Jeff Hutchinson 1b54162580 cleanup todos
2021-08-19 22:25:11 -04:00

1377 lines
54 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _CONSOLE_H_
#define _CONSOLE_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _BITSET_H_
#include "core/bitSet.h"
#endif
#ifndef _REFBASE_H_
#include "core/util/refBase.h"
#endif
#include <stdarg.h>
#include "core/util/str.h"
#include "core/util/journal/journaledSignal.h"
#include "core/stringTable.h"
class SimObject;
class Namespace;
struct ConsoleFunctionHeader;
class EngineEnumTable;
typedef EngineEnumTable EnumTable;
typedef U32 StringStackPtr;
template< typename T > S32 TYPEID();
/// @defgroup console_system Console System
/// The Console system is the basis for logging, SimObject, and TorqueScript itself.
///
/// @{
/// Indicates that warnings about undefined script variables should be displayed.
///
/// @note This is set and controlled by script.
extern bool gWarnUndefinedScriptVariables;
enum StringTableConstants
{
StringTagPrefixByte = 0x01 ///< Magic value prefixed to tagged strings.
};
/// Represents an entry in the log.
struct ConsoleLogEntry
{
/// This field indicates the severity of the log entry.
///
/// Log entries are filtered and displayed differently based on
/// their severity. Errors are highlighted red, while normal entries
/// are displayed as normal text. Often times, the engine will be
/// configured to hide all log entries except warnings or errors,
/// or to perform a special notification when it encounters an error.
enum Level
{
Normal = 0,
Warning,
Error,
NUM_CLASS
} mLevel;
/// Used to associate a log entry with a module.
///
/// Log entries can come from different sources; for instance,
/// the scripting engine, or the network code. This allows the
/// logging system to be aware of where different log entries
/// originated from.
enum Type
{
General = 0,
Assert,
Script,
GUI,
Network,
GGConnect,
NUM_TYPE
} mType;
/// Indicates the actual log entry.
///
/// This contains a description of the event being logged.
/// For instance, "unable to access file", or "player connected
/// successfully", or nearly anything else you might imagine.
///
/// Typically, the description should contain a concise, descriptive
/// string describing whatever is being logged. Whenever possible,
/// include useful details like the name of the file being accessed,
/// or the id of the player or GuiControl, so that if a log needs
/// to be used to locate a bug, it can be done as painlessly as
/// possible.
const char *mString;
};
typedef const char *StringTableEntry;
extern char *typeValueEmpty;
enum ConsoleValueType
{
cvInteger = -4,
cvFloat = -3,
cvString = -2,
cvSTEntry = -1,
cvConsoleValueType = 0
};
struct ConsoleValueConsoleType
{
void* dataPtr;
EnumTable* enumTable;
};
class ConsoleValue
{
union
{
F64 f;
S64 i;
char* s;
void* data;
ConsoleValueConsoleType* ct;
};
S32 type;
enum Constants
{
ConversionBufferSize = 32
};
static char sConversionBuffer[ConversionBufferSize];
char* convertToBuffer() const;
TORQUE_FORCEINLINE bool hasAllocatedData() const
{
return (type == ConsoleValueType::cvString || isConsoleType()) && data != NULL;
}
const char* getConsoleData() const;
TORQUE_FORCEINLINE void cleanupData()
{
if (hasAllocatedData())
{
dFree(data);
data = NULL;
}
}
TORQUE_FORCEINLINE void _move(ConsoleValue&& ref) noexcept
{
type = ref.type;
switch (ref.type)
{
case cvInteger:
i = ref.i;
break;
case cvFloat:
f = ref.f;
break;
case cvSTEntry:
TORQUE_CASE_FALLTHROUGH;
case cvString:
s = ref.s;
break;
default:
data = ref.data;
break;
}
ref.data = NULL;
ref.setEmptyString();
}
public:
ConsoleValue()
{
type = ConsoleValueType::cvSTEntry;
s = const_cast<char*>(StringTable->EmptyString());
}
ConsoleValue(ConsoleValue&& ref) noexcept
{
_move(std::move(ref));
}
TORQUE_FORCEINLINE ConsoleValue& operator=(ConsoleValue&& ref) noexcept
{
_move(std::move(ref));
return *this;
}
ConsoleValue(const ConsoleValue&) = delete;
ConsoleValue& operator=(const ConsoleValue&) = delete;
TORQUE_FORCEINLINE ~ConsoleValue()
{
cleanupData();
}
TORQUE_FORCEINLINE void reset()
{
setEmptyString();
}
TORQUE_FORCEINLINE F64 getFloat() const
{
if (type == ConsoleValueType::cvFloat)
return f;
if (type == ConsoleValueType::cvInteger)
return i;
if (isStringType())
return dAtof(s);
return dAtof(getConsoleData());
}
TORQUE_FORCEINLINE S64 getInt() const
{
if (type == ConsoleValueType::cvInteger)
return i;
if (type == ConsoleValueType::cvFloat)
return f;
if (isStringType())
return dAtoi(s);
return dAtoi(getConsoleData());
}
TORQUE_FORCEINLINE const char* getString() const
{
if (isStringType())
return s;
if (isNumberType())
return convertToBuffer();
return getConsoleData();
}
TORQUE_FORCEINLINE operator const char* () const
{
return getString();
}
TORQUE_FORCEINLINE bool getBool() const
{
if (type == ConsoleValueType::cvInteger)
return (bool)i;
if (type == ConsoleValueType::cvFloat)
return (bool)f;
if (isStringType())
return dAtob(s);
return dAtob(getConsoleData());
}
TORQUE_FORCEINLINE void setFloat(const F64 val)
{
cleanupData();
type = ConsoleValueType::cvFloat;
f = val;
}
TORQUE_FORCEINLINE void setInt(const S64 val)
{
cleanupData();
type = ConsoleValueType::cvInteger;
i = val;
}
TORQUE_FORCEINLINE void setString(const char* val)
{
setString(val, val != NULL ? dStrlen(val) : 0);
}
TORQUE_FORCEINLINE void setString(const char* val, S32 len)
{
if (len == 0)
{
setEmptyString();
return;
}
cleanupData();
type = ConsoleValueType::cvString;
s = (char*)dMalloc(static_cast<dsize_t>(len) + 1);
s[len] = '\0';
dStrcpy(s, val, static_cast<dsize_t>(len) + 1);
}
TORQUE_FORCEINLINE void setStringRef(const char* ref, S32 len)
{
cleanupData();
type = ConsoleValueType::cvString;
s = const_cast<char*>(ref);
}
TORQUE_FORCEINLINE void setBool(const bool val)
{
cleanupData();
type = ConsoleValueType::cvInteger;
i = (int)val;
}
TORQUE_FORCEINLINE void setStringTableEntry(StringTableEntry val)
{
cleanupData();
type = ConsoleValueType::cvSTEntry;
s = const_cast<char*>(val);
}
TORQUE_FORCEINLINE void setEmptyString()
{
setStringTableEntry(StringTable->EmptyString());
}
TORQUE_FORCEINLINE void setConsoleData(S32 consoleType, void* dataPtr, const EnumTable* enumTable)
{
cleanupData();
type = ConsoleValueType::cvSTEntry;
ct = new ConsoleValueConsoleType{ dataPtr, const_cast<EnumTable*>(enumTable) };
}
TORQUE_FORCEINLINE S32 getType() const
{
return type;
}
TORQUE_FORCEINLINE bool isStringType() const
{
return type == ConsoleValueType::cvString || type == ConsoleValueType::cvSTEntry;
}
TORQUE_FORCEINLINE bool isNumberType() const
{
return type == ConsoleValueType::cvFloat || type == ConsoleValueType::cvInteger;
}
TORQUE_FORCEINLINE bool isConsoleType() const
{
return type >= ConsoleValueType::cvConsoleValueType;
}
TORQUE_FORCEINLINE void setFastFloat(F64 flt)
{
type = ConsoleValueType::cvFloat;
f = flt;
}
TORQUE_FORCEINLINE F64 getFastFloat() const
{
return f;
}
TORQUE_FORCEINLINE void setFastInt(S64 flt)
{
type = ConsoleValueType::cvInteger;
i = flt;
}
TORQUE_FORCEINLINE S64 getFastInt() const
{
return i;
}
static void init();
};
// Transparently converts ConsoleValue[] to const char**
class ConsoleValueToStringArrayWrapper
{
public:
const char **argv;
S32 argc;
ConsoleValueToStringArrayWrapper(int targc, ConsoleValue* targv);
~ConsoleValueToStringArrayWrapper();
const char* operator[](S32 idx) { return argv[idx]; }
operator const char**() { return argv; }
S32 count() { return argc; }
};
// Transparently converts const char** to ConsoleValue
class StringArrayToConsoleValueWrapper
{
public:
ConsoleValue *argv;
S32 argc;
StringArrayToConsoleValueWrapper(int targc, const char **targv);
~StringArrayToConsoleValueWrapper();
ConsoleValue& operator[](int idx) { return argv[idx]; }
operator ConsoleValue*() { return argv; }
S32 count() { return argc; }
};
/// @defgroup console_callbacks Scripting Engine Callbacks
///
/// The scripting engine makes heavy use of callbacks to represent
/// function exposed to the scripting language. StringCallback,
/// IntCallback, FloatCallback, VoidCallback, and BoolCallback all
/// represent exposed script functions returning different types.
///
/// ConsumerCallback is used with the function Con::addConsumer; functions
/// registered with Con::addConsumer are called whenever something is outputted
/// to the console. For instance, the TelnetConsole registers itself with the
/// console so it can echo the console over the network.
///
/// @note Callbacks to the scripting language - for instance, onExit(), which is
/// a script function called when the engine is shutting down - are handled
/// using Con::executef() and kin.
/// @{
///
typedef const char * (*StringCallback)(SimObject *obj, S32 argc, ConsoleValue argv[]);
typedef S32(*IntCallback)(SimObject *obj, S32 argc, ConsoleValue argv[]);
typedef F32(*FloatCallback)(SimObject *obj, S32 argc, ConsoleValue argv[]);
typedef void(*VoidCallback)(SimObject *obj, S32 argc, ConsoleValue argv[]); // We have it return a value so things don't break..
typedef bool(*BoolCallback)(SimObject *obj, S32 argc, ConsoleValue argv[]);
typedef void(*ConsumerCallback)(U32 level, const char *consoleLine);
/// @}
/// @defgroup console_types Scripting Engine Type Functions
///
/// @see Con::registerType
/// @{
typedef const char* (*GetDataFunction)(void *dptr, EnumTable *tbl, BitSet32 flag);
typedef void(*SetDataFunction)(void *dptr, S32 argc, const char **argv, EnumTable *tbl, BitSet32 flag);
/// @}
/// This namespace contains the core of the console functionality.
///
/// @section con_intro Introduction
///
/// The console is a key part of Torque's architecture. It allows direct run-time control
/// of many aspects of the engine.
///
/// @nosubgrouping
namespace Con
{
/// Various configuration constants.
enum Constants
{
/// This is the version number associated with DSO files.
///
/// If you make any changes to the way the scripting language works
/// (such as DSO format changes, adding/removing op-codes) that would
/// break compatibility, then you should increment this.
///
/// If you make a really major change, increment it to the next multiple
/// of ten.
///
/// 12/29/04 - BJG - 33->34 Removed some opcodes, part of namespace upgrade.
/// 12/30/04 - BJG - 34->35 Reordered some things, further general shuffling.
/// 11/03/05 - BJG - 35->36 Integrated new debugger code.
/// 09/08/06 - THB - 36->37 New opcode for internal names
/// 09/15/06 - THB - 37->38 Added unit conversions
/// 11/23/06 - THB - 38->39 Added recursive internal name operator
/// 02/15/07 - THB - 39->40 Bumping to 40 for TGB since the console has been
/// majorly hacked without the version number being bumped
/// 02/16/07 - THB - 40->41 newmsg operator
/// 06/15/07 - THB - 41->42 script types
/// 07/31/07 - THB - 42->43 Patch from Andreas Kirsch: Added opcode to support nested new declarations.
/// 09/12/07 - CAF - 43->44 remove newmsg operator
/// 09/27/07 - RDB - 44->45 Patch from Andreas Kirsch: Added opcode to support correct void return
/// 01/13/09 - TMS - 45->46 Added script assert
/// 09/07/14 - jamesu - 46->47 64bit support
/// 10/14/14 - jamesu - 47->48 Added opcodes to reduce reliance on strings in function calls
/// 10/07/17 - JTH - 48->49 Added opcode for function pointers and revamp of interpreter
/// from switch to function calls.
DSOVersion = 49,
MaxLineLength = 512, ///< Maximum length of a line of console input.
MaxDataTypes = 256 ///< Maximum number of registered data types.
};
/// @name Control Functions
///
/// The console must be initialized and shutdown appropriately during the
/// lifetime of the app. These functions are used to manage this behavior.
///
/// @note Torque deals with this aspect of console management, so you don't need
/// to call these functions in normal usage of the engine.
/// @{
/// Initializes the console.
///
/// This performs the following steps:
/// - Calls Namespace::init() to initialize the scripting namespace hierarchy.
/// - Calls ConsoleConstructor::setup() to initialize globally defined console
/// methods and functions.
/// - Registers some basic global script variables.
/// - Calls AbstractClassRep::init() to initialize Torque's class database.
/// - Registers some basic global script functions that couldn't usefully
/// be defined anywhere else.
void init();
/// Shuts down the console.
///
/// This performs the following steps:
/// - Closes the console log file.
/// - Calls Namespace::shutdown() to shut down the scripting namespace hierarchy.
void shutdown();
/// Is the console active at this time?
bool isActive();
/// @}
/// @name Console Consumers
///
/// The console distributes its output through Torque by using
/// consumers. Every time a new line is printed to the console,
/// all the ConsumerCallbacks registered using addConsumer are
/// called, in order.
///
/// @note The GuiConsole control, which provides the on-screen
/// in-game console, uses a different technique to render
/// the console. It calls getLockLog() to lock the Vector
/// of on-screen console entries, then it renders them as
/// needed. While the Vector is locked, the console will
/// not change the Vector. When the GuiConsole control is
/// done with the console entries, it calls unlockLog()
/// to tell the console that it is again safe to modify
/// the Vector.
///
/// @see TelnetConsole
/// @see TelnetDebugger
/// @see WinConsole
/// @see MacCarbConsole
/// @see StdConsole
/// @see ConsoleLogger
///
/// @{
///
void addConsumer(ConsumerCallback cb);
void removeConsumer(ConsumerCallback cb);
typedef JournaledSignal<void(RawData)> ConsoleInputEvent;
/// Called from the native consoles to provide lines of console input
/// to process. This will schedule it for execution ASAP.
extern ConsoleInputEvent smConsoleInput;
/// @}
/// @name Miscellaneous
/// @{
/// Remove color marking information from a string.
///
/// @note It does this in-place, so be careful! It may
/// potentially blast data if you're not careful.
/// When in doubt, make a copy of the string first.
void stripColorChars(char* line);
/// Convert from a relative script path to an absolute script path.
///
/// This is used in (among other places) the exec() script function, which
/// takes a parameter indicating a script file and executes it. Script paths
/// can be one of:
/// - <b>Absolute:</b> <i>fps/foo/bar.tscript</i> Paths of this sort are passed
/// through.
/// - <b>Mod-relative:</b> <i>~/foo/bar.tscript</i> Paths of this sort have their
/// replaced with the name of the current mod.
/// - <b>File-relative:</b> <i>./baz/blip.tscript</i> Paths of this sort are
/// calculated relative to the path of the current scripting file.
///
/// @note This function determines paths relative to the currently executing
/// CodeBlock. Calling it outside of script execution will result in
/// it directly copying src to filename, since it won't know to what the
/// path is relative!
///
/// @param filename Pointer to string buffer to fill with absolute path.
/// @param size Size of buffer pointed to by filename.
/// @param src Original, possibly relative script path.
bool expandScriptFilename(char *filename, U32 size, const char *src);
bool expandGameScriptFilename(char *filename, U32 size, const char *src);
bool expandToolScriptFilename(char *filename, U32 size, const char *src);
bool collapseScriptFilename(char *filename, U32 size, const char *src);
bool expandPath(char* pDstPath, U32 size, const char* pSrcPath, const char* pWorkingDirectoryHint = NULL, const bool ensureTrailingSlash = false);
void collapsePath(char* pDstPath, U32 size, const char* pSrcPath, const char* pWorkingDirectoryHint = NULL);
bool isBasePath(const char* SrcPath, const char* pBasePath);
void ensureTrailingSlash(char* pDstPath, const char* pSrcPath, S32 dstSize);
bool stripRepeatSlashes(char* pDstPath, const char* pSrcPath, S32 dstSize);
StringTableEntry getDSOPath(const char *scriptPath);
void addPathExpando(const char* pExpandoName, const char* pPath);
void removePathExpando(const char* pExpandoName);
bool isPathExpando(const char* pExpandoName);
StringTableEntry getPathExpando(const char* pExpandoName);
U32 getPathExpandoCount(void);
StringTableEntry getPathExpandoKey(U32 expandoIndex);
StringTableEntry getPathExpandoValue(U32 expandoIndex);
bool isCurrentScriptToolScript();
StringTableEntry getModNameFromPath(const char *path);
/// Returns true if fn is a global scripting function.
///
/// This looks in the global namespace. It also checks to see if fn
/// is in the StringTable; if not, it returns false.
bool isFunction(const char *fn);
/// This is the basis for tab completion in the console.
///
/// @note This is an internally used function. You probably don't
/// care much about how this works.
///
/// This function does some basic parsing to try to ascertain the namespace in which
/// we are attempting to do tab completion, then bumps control off to the appropriate
/// tabComplete function, either in SimObject or Namespace.
///
/// @param inputBuffer Pointer to buffer containing starting data, or last result.
/// @param cursorPos Location of cursor in this buffer. This is used to indicate
/// what part of the string should be kept and what part should
/// be advanced to the next match if any.
/// @param maxResultLength Maximum amount of result data to put into inputBuffer. This
/// is capped by MaxCompletionBufferSize.
/// @param forwardTab Should we go forward to next match or backwards to previous
/// match? True indicates forward.
U32 tabComplete(char* inputBuffer, U32 cursorPos, U32 maxResultLength, bool forwardTab);
/// @}
/// @name Variable Management
/// @{
/// The delegate signature for the variable assignment notifications.
///
/// @see addVariableNotify, removeVariableNotify
typedef Delegate<void()> NotifyDelegate;
/// Add a console variable that references the value of a variable in C++ code.
///
/// If a value is assigned to the console variable the C++ variable is updated,
/// and vice-versa.
///
/// @param name Global console variable name to create.
/// @param type The type of the C++ variable; see the ConsoleDynamicTypes enum for a complete list.
/// @param pointer Pointer to the variable.
/// @param usage Documentation string.
///
/// @see ConsoleDynamicTypes
void addVariable(const char *name,
S32 type,
void *pointer,
const char* usage = NULL);
/// Add a console constant that references the value of a constant in C++ code.
///
/// @param name Global console constant name to create.
/// @param type The type of the C++ constant; see the ConsoleDynamicTypes enum for a complete list.
/// @param pointer Pointer to the constant.
/// @param usage Documentation string.
///
/// @see ConsoleDynamicTypes
void addConstant(const char *name,
S32 type,
const void *pointer,
const char* usage = NULL);
/// Remove a console variable.
///
/// @param name Global console variable name to remove
/// @return true if variable existed before removal.
bool removeVariable(const char *name);
/// Add a callback for notification when a variable
/// is assigned a new value.
///
/// @param name An existing global console variable name.
/// @param callback The notification delegate function.
///
void addVariableNotify(const char *name, const NotifyDelegate &callback);
/// Remove an existing variable assignment notification callback.
///
/// @param name An existing global console variable name.
/// @param callback The notification delegate function.
///
void removeVariableNotify(const char *name, const NotifyDelegate &callback);
/// Assign a string value to a locally scoped console variable
///
/// @note The context of the variable is determined by gEvalState; that is,
/// by the currently executing code.
///
/// @param name Local console variable name to set
/// @param value String value to assign to name
void setLocalVariable(const char *name, const char *value);
/// Retrieve the string value to a locally scoped console variable
///
/// @note The context of the variable is determined by gEvalState; that is,
/// by the currently executing code.
///
/// @param name Local console variable name to get
const char* getLocalVariable(const char* name);
/// @}
/// @name Global Variable Accessors
/// @{
/// Assign a string value to a global console variable
/// @param name Global console variable name to set
/// @param value String value to assign to this variable.
void setVariable(const char *name, const char *value);
/// Retrieve the string value of a global console variable
/// @param name Global Console variable name to query
/// @return The string value of the variable or "" if the variable does not exist.
const char* getVariable(const char* name, const char* def = "");
/// Retrieve the string value of an object field
/// @param name "object.field" string to query
/// @return The string value of the variable or NULL if no object is specified
const char* getObjectField(const char* name);
/// Same as setVariable(), but for bools.
void setBoolVariable(const char* name, bool var);
/// Same as getVariable(), but for bools.
///
/// @param name Name of the variable.
/// @param def Default value to supply if no matching variable is found.
bool getBoolVariable(const char* name, bool def = false);
/// Same as setVariable(), but for ints.
void setIntVariable(const char* name, S32 var);
/// Same as getVariable(), but for ints.
///
/// @param name Name of the variable.
/// @param def Default value to supply if no matching variable is found.
S32 getIntVariable(const char* name, S32 def = 0);
/// Same as setVariable(), but for floats.
void setFloatVariable(const char* name, F32 var);
/// Same as getVariable(), but for floats.
///
/// @param name Name of the variable.
/// @param def Default value to supply if no matching variable is found.
F32 getFloatVariable(const char* name, F32 def = .0f);
/// @}
/// @name Global Function Registration
/// @{
/// Register a C++ function with the console making it a global function callable from the scripting engine.
///
/// @param name Name of the new function.
/// @param cb Pointer to the function implementing the scripting call; a console callback function returning a specific type value.
/// @param usage Documentation for this function. @ref console_autodoc
/// @param minArgs Minimum number of arguments this function accepts
/// @param maxArgs Maximum number of arguments this function accepts
/// @param toolOnly Wether this is a TORQUE_TOOLS only function.
/// @param header The extended function header.
void addCommand(const char* name, StringCallback cb, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
void addCommand(const char* name, IntCallback cb, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
void addCommand(const char* name, FloatCallback cb, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
void addCommand(const char* name, VoidCallback cb, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
void addCommand(const char* name, BoolCallback cb, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
/// @}
/// @name Namespace Function Registration
/// @{
/// Register a C++ function with the console making it callable
/// as a method of the given namespace from the scripting engine.
///
/// @param nameSpace Name of the namespace to associate the new function with; this is usually the name of a class.
/// @param name Name of the new function.
/// @param cb Pointer to the function implementing the scripting call; a console callback function returning a specific type value.
/// @param usage Documentation for this function. @ref console_autodoc
/// @param minArgs Minimum number of arguments this function accepts
/// @param maxArgs Maximum number of arguments this function accepts
/// @param toolOnly Wether this is a TORQUE_TOOLS only function.
/// @param header The extended function header.
void addCommand(const char *nameSpace, const char *name, StringCallback cb, const char *usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
void addCommand(const char *nameSpace, const char *name, IntCallback cb, const char *usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char*, const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
void addCommand(const char *nameSpace, const char *name, FloatCallback cb, const char *usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char*, const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
void addCommand(const char *nameSpace, const char *name, VoidCallback cb, const char *usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char*, const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
void addCommand(const char *nameSpace, const char *name, BoolCallback cb, const char *usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL); ///< @copydoc addCommand( const char*, const char *, StringCallback, const char *, S32, S32, bool, ConsoleFunctionHeader* )
/// @}
/// @name Special Purpose Registration
///
/// These are special-purpose functions that exist to allow commands to be grouped, so
/// that when we generate console docs, they can be more meaningfully presented.
///
/// @ref console_autodoc "Click here for more information about console docs and grouping."
///
/// @{
void markCommandGroup(const char * nsName, const char *name, const char* usage = NULL);
void beginCommandGroup(const char * nsName, const char *name, const char* usage);
void endCommandGroup(const char * nsName, const char *name);
void noteScriptCallback(const char *className, const char *funcName, const char *usage, ConsoleFunctionHeader* header = NULL);
/// @}
/// @name Console Output
///
/// These functions process the formatted string and pass it to all the ConsumerCallbacks that are
/// currently registered. The console log file and the console window callbacks are installed by default.
///
/// @see addConsumer()
/// @see removeConsumer()
/// @{
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
void printf(const char *_format, ...);
/// @note The console window colors warning text as LIGHT GRAY.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
void warnf(const char *_format, ...);
/// @note The console window colors warning text as RED.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
void errorf(const char *_format, ...);
/// @note The console window colors warning text as LIGHT GRAY.
/// @param type Allows you to associate the warning message with an internal module.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
/// @see Con::warnf()
void warnf(ConsoleLogEntry::Type type, const char *_format, ...);
/// @note The console window colors warning text as RED.
/// @param type Allows you to associate the warning message with an internal module.
/// @param _format A stdlib printf style formatted out put string
/// @param ... Variables to be written
/// @see Con::errorf()
void errorf(ConsoleLogEntry::Type type, const char *_format, ...);
//some additions from t2d
/// Prints a separator to the console.
inline void printSeparator(void) { printf("--------------------------------------------------------------------------------"); }
/// Prints a separator to the console.
inline void printBlankLine(void) { printf(""); }
/// @}
/// Returns true when called from the main thread, false otherwise
bool isMainThread();
/// @name Console Execution
///
/// These are functions relating to the execution of script code.
///
/// @{
/// Call a script function from C/C++ code.
///
/// @param argc Number of elements in the argv parameter
/// @param argv A character string array containing the name of the function
/// to call followed by the arguments to that function.
/// @code
/// // Call a Torque script function called mAbs, having one parameter.
/// char* argv[] = {"abs", "-9"};
/// char* result = execute(2, argv);
/// @endcode
/// NOTE: this function restores the console stack on return.
ConsoleValue execute(S32 argc, const char* argv[]);
ConsoleValue execute(S32 argc, ConsoleValue argv[]);
/// Call a Torque Script member function of a SimObject from C/C++ code.
/// @param object Object on which to execute the method call.
/// @param argc Number of elements in the argv parameter (must be >2, see argv)
/// @param argv A character string array containing the name of the member function
/// to call followed by an empty parameter (gets filled with object ID)
/// followed by arguments to that function.
/// @code
/// // Call the method setMode() on an object, passing it one parameter.
///
/// char* argv[] = {"setMode", "", "2"};
/// char* result = execute(mysimobject, 3, argv);
/// @endcode
/// NOTE: this function restores the console stack on return.
ConsoleValue execute(SimObject *object, S32 argc, const char* argv[], bool thisCallOnly = false);
ConsoleValue execute(SimObject *object, S32 argc, ConsoleValue argv[], bool thisCallOnly = false);
/// Executes a script file and compiles it for use in script.
///
/// @param string File name that is the script to be executed and compiled.
/// @param fileName Path to the file to execute
/// @param noCalls Deprecated
/// @param journalScript Deprecated
///
/// @return True if the script was successfully executed, false if not.
bool executeFile(const char* fileName, bool noCalls, bool journalScript);
/// Evaluate an arbitrary chunk of code.
///
/// @param string Buffer containing code to execute.
/// @param echo Should we echo the string to the console?
/// @param fileName Indicate what file this code is coming from; used in error reporting and such.
/// NOTE: This function restores the console stack on return.
ConsoleValue evaluate(const char* string, bool echo = false, const char *fileName = NULL);
/// Evaluate an arbitrary line of script.
///
/// This wraps dVsprintf(), so you can substitute parameters into the code being executed.
/// NOTE: This function restores the console stack on return.
ConsoleValue evaluatef(const char* string, ...);
/// @}
/// @name Console Function Implementation Helpers
///
/// The functions Con::getIntArg, Con::getFloatArg and Con::getArgBuffer(size) are used to
/// allocate on the console stack string variables that will be passed into the next console
// function called. This allows the console to avoid copying some data.
///
/// getReturnBuffer lets you allocate stack space to return data in.
/// @{
///
char* getReturnBuffer(U32 bufferSize);
char* getReturnBuffer(const char *stringToCopy);
char* getReturnBuffer(const String& str);
char* getReturnBuffer(const StringBuilder& str);
char* getArgBuffer(U32 bufferSize);
char* getFloatArg(F64 arg);
char* getIntArg(S32 arg);
char* getBoolArg(bool arg);
char* getStringArg(const char* arg);
char* getStringArg(const String& arg);
/// @}
/// @name Namespaces
/// @{
Namespace *lookupNamespace(const char *nsName);
bool linkNamespaces(const char *parentName, const char *childName);
bool unlinkNamespaces(const char *parentName, const char *childName);
/// @note This should only be called from consoleObject.h
bool classLinkNamespaces(Namespace *parent, Namespace *child);
const char *getNamespaceList(Namespace *ns);
/// @}
/// @name Logging
/// @{
void getLockLog(ConsoleLogEntry * &log, U32 &size);
void unlockLog(void);
void setLogMode(S32 mode);
/// @}
/// @name Instant Group
/// @{
void pushInstantGroup(String name = String());
void popInstantGroup();
/// @}
/// @name Dynamic Type System
/// @{
void setData(S32 type, void *dptr, S32 index, S32 argc, const char **argv, const EnumTable *tbl = NULL, BitSet32 flag = 0);
const char *getData(S32 type, void *dptr, S32 index, const EnumTable *tbl = NULL, BitSet32 flag = 0);
const char *getFormattedData(S32 type, const char *data, const EnumTable *tbl = NULL, BitSet32 flag = 0);
/// @}
};
struct _EngineConsoleCallbackHelper;
template<typename P1> struct _EngineConsoleExecCallbackHelper;
namespace Con
{
/// @name Console Execution - executef
/// {
///
/// Implements a script function thunk which automatically converts parameters to relevant console types.
/// Can be used as follows:
/// - Con::executef("functionName", ...);
/// - Con::executef(mySimObject, "functionName", ...);
///
/// NOTE: if you get a rather cryptic template error coming through here, most likely you are trying to
/// convert a parameter which EngineMarshallType does not have a specialization for.
/// Another problem can occur if you do not include "console/simBase.h" and "console/engineAPI.h"
/// since _EngineConsoleExecCallbackHelper and SimConsoleThreadExecCallback are required.
///
/// @see _EngineConsoleExecCallbackHelper
///
template<typename R, typename ...ArgTs>
ConsoleValue executef(R r, ArgTs ...argTs)
{
_EngineConsoleExecCallbackHelper<R> callback(r);
return std::move(callback.template call<ConsoleValue>(argTs...));
}
/// }
};
extern void expandEscape(char *dest, const char *src);
extern bool collapseEscape(char *buf);
extern U32 HashPointer(StringTableEntry ptr);
/// Extended information about a console function.
struct ConsoleFunctionHeader
{
/// Return type string.
const char* mReturnString;
/// List of arguments taken by the function. Used for documentation.
const char* mArgString;
/// List of default argument values. Used for documentation.
const char* mDefaultArgString;
/// Whether this is a static method in a class.
bool mIsStatic;
ConsoleFunctionHeader(
const char* returnString,
const char* argString,
const char* defaultArgString,
bool isStatic = false)
: mReturnString(returnString),
mArgString(argString),
mDefaultArgString(defaultArgString),
mIsStatic(isStatic) {}
};
/// This is the backend for the ConsoleMethod()/ConsoleFunction() macros.
///
/// See the group ConsoleConstructor Innards for specifics on how this works.
///
/// @see @ref console_autodoc
/// @nosubgrouping
class ConsoleConstructor
{
public:
/// @name Entry Type Fields
///
/// One of these is set based on the type of entry we want
/// inserted in the console.
///
/// @ref console_autodoc
/// @{
StringCallback mSC; ///< A function/method that returns a string.
IntCallback mIC; ///< A function/method that returns an int.
FloatCallback mFC; ///< A function/method that returns a float.
VoidCallback mVC; ///< A function/method that returns nothing.
BoolCallback mBC; ///< A function/method that returns a bool.
bool mGroup; ///< Indicates that this is a group marker.
bool mNS; ///< Indicates that this is a namespace marker.
/// @deprecated Unused.
bool mCallback; ///< Is this a callback into script?
/// @}
/// Minimum number of arguments expected by the function.
S32 mMina;
/// Maximum number of arguments accepted by the funtion. Zero for varargs.
S32 mMaxa;
/// Name of the function/method.
const char* mFuncName;
/// Name of the class namespace to which to add the method.
const char* mClassName;
/// Usage string for documentation.
const char* mUsage;
/// Whether this is a TORQUE_TOOLS only function.
bool mToolOnly;
/// The extended function header.
ConsoleFunctionHeader* mHeader;
/// @name ConsoleConstructor Innards
///
/// The ConsoleConstructor class is used as the backend for the ConsoleFunction() and
/// ConsoleMethod() macros. The way it works takes advantage of several properties of
/// C++.
///
/// The ConsoleFunction()/ConsoleMethod() macros wrap the declaration of a ConsoleConstructor.
///
/// @code
/// // The definition of a ConsoleFunction using the macro
/// ConsoleFunction(ExpandFilename, const char*, 2, 2, "(string filename)")
/// {
/// argc;
/// char* ret = Con::getReturnBuffer( 1024 );
/// Con::expandScriptFilename(ret, 1024, argv[1]);
/// return ret;
/// }
///
/// // Resulting code
/// static const char* cExpandFilename(SimObject *, S32, const char **argv);
/// static ConsoleConstructor
/// gExpandFilenameobj(NULL,"ExpandFilename", cExpandFilename,
/// "(string filename)", 2, 2);
/// static const char* cExpandFilename(SimObject *, S32 argc, const char **argv)
/// {
/// argc;
/// char* ret = Con::getReturnBuffer( 1024 );
/// Con::expandScriptFilename(ret, 1024, argv[1]);
/// return ret;
/// }
///
/// // A similar thing happens when you do a ConsoleMethod.
/// @endcode
///
/// As you can see, several global items are defined when you use the ConsoleFunction method.
/// The macro constructs the name of these items from the parameters you passed it. Your
/// implementation of the console function is is placed in a function with a name based on
/// the actual name of the console funnction. In addition, a ConsoleConstructor is declared.
///
/// Because it is defined as a global, the constructor for the ConsoleConstructor is called
/// before execution of main() is started. The constructor is called once for each global
/// ConsoleConstructor variable, in the order in which they were defined (this property only holds true
/// within file scope).
///
/// We have ConsoleConstructor create a linked list at constructor time, by storing a static
/// pointer to the head of the list, and keeping a pointer to the next item in each instance
/// of ConsoleConstructor. init() is a helper function in this process, automatically filling
/// in commonly used fields and updating first and next as needed. In this way, a list of
/// items to add to the console is assemble in memory, ready for use, before we start
/// execution of the program proper.
///
/// In Con::init(), ConsoleConstructor::setup() is called to process this prepared list. Each
/// item in the list is iterated over, and the appropriate Con namespace functions (usually
/// Con::addCommand) are invoked to register the ConsoleFunctions and ConsoleMethods in
/// the appropriate namespaces.
///
/// @see Namespace
/// @see Con
/// @{
///
ConsoleConstructor *mNext;
static ConsoleConstructor *mFirst;
void init(const char* cName, const char* fName, const char *usg, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
static void setup();
/// Validate there are no duplicate entries for this item.
void validate();
/// @}
/// @name Basic Console Constructors
/// @{
ConsoleConstructor(const char* className, const char* funcName, StringCallback sfunc, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
ConsoleConstructor(const char* className, const char* funcName, IntCallback ifunc, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
ConsoleConstructor(const char* className, const char* funcName, FloatCallback ffunc, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
ConsoleConstructor(const char* className, const char* funcName, VoidCallback vfunc, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
ConsoleConstructor(const char* className, const char* funcName, BoolCallback bfunc, const char* usage, S32 minArgs, S32 maxArgs, bool toolOnly = false, ConsoleFunctionHeader* header = NULL);
/// @}
/// @name Magic Console Constructors
///
/// These perform various pieces of "magic" related to consoleDoc functionality.
/// @ref console_autodoc
/// @{
/// Indicates a group marker. (A doxygen illusion)
///
/// @see Con::markCommandGroup
/// @ref console_autodoc
ConsoleConstructor(const char *className, const char *groupName, const char* usage);
/// Indicates a callback declared with the DECLARE_SCRIPT_CALLBACK macro and friends.
ConsoleConstructor(const char *className, const char *callbackName, const char *usage, ConsoleFunctionHeader* header);
/// @}
};
/// An arbitrary fragment of auto-doc text for the script reference.
struct ConsoleDocFragment
{
/// The class in which to put the fragment. If NULL, the fragment
/// will be placed globally.
const char* mClass;
/// The definition to output for this fragment. NULL for fragments
/// not associated with a definition.
const char* mDefinition;
/// The documentation text.
const char* mText;
/// Next fragment in the global link chain.
ConsoleDocFragment* mNext;
/// First fragment in the global link chain.
static ConsoleDocFragment* smFirst;
ConsoleDocFragment(const char* text, const char* inClass = NULL, const char* definition = NULL)
: mClass(inClass),
mDefinition(definition),
mText(text),
mNext(smFirst)
{
smFirst = this;
}
};
/// Utility class to save and restore the current console stack frame
///
class ConsoleStackFrameSaver
{
public:
bool mSaved;
ConsoleStackFrameSaver() : mSaved(false)
{
}
~ConsoleStackFrameSaver()
{
restore();
}
void save();
void restore();
};
/// @name Global Console Definition Macros
///
/// @note If TORQUE_DEBUG is defined, then we gather documentation information, and
/// do some extra sanity checks.
///
/// @see ConsoleConstructor
/// @ref console_autodoc
/// @{
/// Define a C++ method that calls back to script on an object.
///
/// @see consoleCallback.h
#define DECLARE_CALLBACK( returnType, name, args ) \
virtual returnType name ## _callback args
// O hackery of hackeries
#define conmethod_return_const return (const
#define conmethod_return_S32 return (S32
#define conmethod_return_F32 return (F32
#define conmethod_nullify(val)
#define conmethod_return_void conmethod_nullify(void
#define conmethod_return_bool return (bool
#if !defined(TORQUE_SHIPPING)
// Console function macros
# define ConsoleFunctionGroupBegin(groupName, usage) \
static ConsoleConstructor cfg_ConsoleFunctionGroup_##groupName##_GroupBegin(NULL,#groupName,usage)
# define ConsoleToolFunction(name,returnType,minArgs,maxArgs,usage1) \
returnType ctf_##name(SimObject *, S32, ConsoleValue *argv); \
ConsoleConstructor cc_##name##_obj(NULL,#name,ctf_##name,usage1,minArgs,maxArgs, true); \
returnType ctf_##name(SimObject *, S32 argc, ConsoleValue *argv)
# define ConsoleFunctionGroupEnd(groupName) \
static ConsoleConstructor cfg_##groupName##_GroupEnd(NULL,#groupName,NULL)
// Console method macros
# define ConsoleNamespace(className, usage) \
ConsoleConstructor cc_##className##_Namespace(#className, usage)
# define ConsoleMethodGroupBegin(className, groupName, usage) \
static ConsoleConstructor cc_##className##_##groupName##_GroupBegin(#className,#groupName,usage)
# define ConsoleMethodGroupEnd(className, groupName) \
static ConsoleConstructor cc_##className##_##groupName##_GroupEnd(#className,#groupName,NULL)
/// Add a fragment of auto-doc text to the console API reference.
/// @note There can only be one ConsoleDoc per source file.
# define ConsoleDoc( text ) \
namespace { \
ConsoleDocFragment _sDocFragment( text ); \
}
#else
// These do nothing if we don't want doc information.
# define ConsoleFunctionGroupBegin(groupName, usage)
# define ConsoleFunctionGroupEnd(groupName)
# define ConsoleNamespace(className, usage)
# define ConsoleMethodGroupBegin(className, groupName, usage)
# define ConsoleMethodGroupEnd(className, groupName)
// These are identical to what's above, we just want to null out the usage strings.
# define ConsoleFunction(name,returnType,minArgs,maxArgs,usage1) \
static returnType c##name(SimObject *, S32, ConsoleValue*); \
static ConsoleConstructor g##name##obj(NULL,#name,c##name,"",minArgs,maxArgs);\
static returnType c##name(SimObject *, S32 argc, ConsoleValue *argv)
# define ConsoleToolFunction(name,returnType,minArgs,maxArgs,usage1) \
static returnType c##name(SimObject *, S32, ConsoleValue*); \
static ConsoleConstructor g##name##obj(NULL,#name,c##name,"",minArgs,maxArgs, true);\
static returnType c##name(SimObject *, S32 argc, ConsoleValue *argv)
# define ConsoleMethod(className,name,returnType,minArgs,maxArgs,usage1) \
static inline returnType c##className##name(className *, S32, ConsoleValue *argv); \
static returnType c##className##name##caster(SimObject *object, S32 argc, ConsoleValue *argv) { \
conmethod_return_##returnType ) c##className##name(static_cast<className*>(object),argc,argv); \
}; \
static ConsoleConstructor \
className##name##obj(#className,#name,c##className##name##caster,"",minArgs,maxArgs); \
static inline returnType c##className##name(className *object, S32 argc, ConsoleValue *argv)
#define ConsoleDoc( text )
#endif
/// @}
/// @}
#endif // _CONSOLE_H_