Torque3D/Engine/source/console/console.h
Areloch 255fec1a9d Make exec() and getDSOPath() proper Con namespace functions.
Moves the console function exec()'s body into an actual function in the Con namespace as the function executeFile() to align with the other execute and eval functions.
Also moved the getDSOPath function(as exec/executeFile requires it) from being local in consoleFunctions.cpp to a Con namespace function as well, furthering the consistency.
2016-04-19 01:35:52 -05:00

1293 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"
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;
class ConsoleValue
{
public:
enum
{
TypeInternalInt = -5,
TypeInternalFloat = -4,
TypeInternalStringStackPtr = -3,
TypeInternalStackString = -2,
TypeInternalString = -1,
};
S32 type;
public:
// NOTE: This is protected to ensure no one outside
// of this structure is messing with it.
#pragma warning( push )
#pragma warning( disable : 4201 ) // warning C4201: nonstandard extension used : nameless struct/union
// An variable is either a real dynamic type or
// its one exposed from C++ using a data pointer.
//
// We use this nameless union and struct setup
// to optimize the memory usage.
union
{
struct
{
char *sval;
U32 ival; // doubles as strlen when type is TypeInternalString
F32 fval;
U32 bufferLen;
};
struct
{
/// The real data pointer.
void *dataPtr;
/// The enum lookup table for enumerated types.
const EnumTable *enumTable;
};
};
U32 getIntValue();
S32 getSignedIntValue();
F32 getFloatValue();
const char *getStringValue();
StringStackPtr getStringStackPtr();
bool getBoolValue();
void setIntValue(U32 val);
void setIntValue(S32 val);
void setFloatValue(F32 val);
void setStringValue(const char *value);
void setStackStringValue(const char *value);
void setStringStackPtrValue(StringStackPtr ptr);
void setBoolValue(bool val);
void init()
{
ival = 0;
fval = 0;
sval = typeValueEmpty;
bufferLen = 0;
type = TypeInternalString;
}
void cleanup()
{
if ((type <= TypeInternalString) && (bufferLen > 0))
{
dFree(sval);
bufferLen = 0;
}
sval = typeValueEmpty;
type = ConsoleValue::TypeInternalString;
ival = 0;
fval = 0;
}
ConsoleValue(){ init(); };
~ConsoleValue(){ cleanup(); };
};
// Proxy class for console variables
// Can point to existing console variables,
// or act like a free floating value.
class ConsoleValueRef
{
public:
ConsoleValue *value;
ConsoleValueRef() : value(0) { ; }
~ConsoleValueRef() { ; }
ConsoleValueRef(const ConsoleValueRef &ref);
static ConsoleValueRef fromValue(ConsoleValue *value) { ConsoleValueRef ref; ref.value = value; return ref; }
const char *getStringValue() { return value ? value->getStringValue() : ""; }
StringStackPtr getStringStackPtrValue() { return value ? value->getStringStackPtr() : 0; }
inline U32 getIntValue() { return value ? value->getIntValue() : 0; }
inline S32 getSignedIntValue() { return value ? value->getSignedIntValue() : 0; }
inline F32 getFloatValue() { return value ? value->getFloatValue() : 0.0f; }
inline bool getBoolValue() { return value ? value->getBoolValue() : false; }
inline operator const char*() { return getStringValue(); }
inline operator String() { return String(getStringValue()); }
inline operator U32() { return getIntValue(); }
inline operator S32() { return getSignedIntValue(); }
inline operator F32() { return getFloatValue(); }
inline operator bool() { return getBoolValue(); }
inline bool isStringStackPtr() { return value ? value->type == ConsoleValue::TypeInternalStringStackPtr : false; }
inline bool isString() { return value ? value->type >= ConsoleValue::TypeInternalStringStackPtr : true; }
inline bool isInt() { return value ? value->type == ConsoleValue::TypeInternalInt : false; }
inline bool isFloat() { return value ? value->type == ConsoleValue::TypeInternalFloat : false; }
inline S32 getType() { return value ? value->type : -1; }
// Note: operators replace value
ConsoleValueRef& operator=(const ConsoleValueRef &other);
ConsoleValueRef& operator=(const char *newValue);
ConsoleValueRef& operator=(U32 newValue);
ConsoleValueRef& operator=(S32 newValue);
ConsoleValueRef& operator=(F32 newValue);
ConsoleValueRef& operator=(F64 newValue);
};
// Overrides to allow ConsoleValueRefs to be directly converted to S32&F32
inline S32 dAtoi(ConsoleValueRef &ref)
{
return ref.getSignedIntValue();
}
inline F32 dAtof(ConsoleValueRef &ref)
{
return ref.getFloatValue();
}
inline bool dAtob(ConsoleValue &ref)
{
return ref.getBoolValue();
}
// Transparently converts ConsoleValue[] to const char**
class StringStackWrapper
{
public:
const char **argv;
int argc;
StringStackWrapper(int targc, ConsoleValueRef targv[]);
~StringStackWrapper();
const char* operator[](int idx) { return argv[idx]; }
operator const char**() { return argv; }
int count() { return argc; }
};
// Transparently converts const char** to ConsoleValue
class StringStackConsoleWrapper
{
public:
ConsoleValue *argvValue;
ConsoleValueRef *argv;
int argc;
StringStackConsoleWrapper(int targc, const char **targv);
~StringStackConsoleWrapper();
ConsoleValueRef& operator[](int idx) { return argv[idx]; }
operator ConsoleValueRef*() { return argv; }
int 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, ConsoleValueRef argv[]);
typedef S32 (*IntCallback)(SimObject *obj, S32 argc, ConsoleValueRef argv[]);
typedef F32 (*FloatCallback)(SimObject *obj, S32 argc, ConsoleValueRef argv[]);
typedef void (*VoidCallback)(SimObject *obj, S32 argc, ConsoleValueRef argv[]); // We have it return a value so things don't break..
typedef bool (*BoolCallback)(SimObject *obj, S32 argc, ConsoleValueRef 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
DSOVersion = 48,
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.cs</i> Paths of this sort are passed
/// through.
/// - <b>Mod-relative:</b> <i>~/foo/bar.cs</i> Paths of this sort have their
/// replaced with the name of the current mod.
/// - <b>File-relative:</b> <i>./baz/blip.cs</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);
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);
/// 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.
ConsoleValueRef execute(S32 argc, const char* argv[]);
ConsoleValueRef execute(S32 argc, ConsoleValueRef 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.
ConsoleValueRef execute(SimObject *object, S32 argc, const char* argv[], bool thisCallOnly = false);
ConsoleValueRef execute(SimObject *object, S32 argc, ConsoleValueRef 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.
ConsoleValueRef 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.
ConsoleValueRef 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 A> ConsoleValueRef executef(A a) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(); }
template<typename A, typename B> ConsoleValueRef executef(A a, B b) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b); }
template<typename A, typename B, typename C> ConsoleValueRef executef(A a, B b, C c) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c); }
template<typename A, typename B, typename C, typename D> ConsoleValueRef executef(A a, B b, C c, D d) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d); }
template<typename A, typename B, typename C, typename D, typename E> ConsoleValueRef executef(A a, B b, C c, D d, E e) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e); }
template<typename A, typename B, typename C, typename D, typename E, typename F> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f); }
template<typename A, typename B, typename C, typename D, typename E, typename F, typename G> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f, G g) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f, g); }
template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f, G g, H h) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f, g, h); }
template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f, G g, H h, I i) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f, g, h, i); }
template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I, typename J> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f, G g, H h, I i, J j) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f, g, h, i, j); }
template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I, typename J, typename K> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f, G g, H h, I i, J j, K k) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f, g, h, i, j, k); }
template<typename A, typename B, typename C, typename D, typename E, typename F, typename G, typename H, typename I, typename J, typename K, typename L> ConsoleValueRef executef(A a, B b, C c, D d, E e, F f, G g, H h, I i, J j, K k, L l) { _EngineConsoleExecCallbackHelper<A> callback( a ); return callback.template call<ConsoleValueRef>(b, c, d, e, f, g, h, i, j, k, l); }
/// }
};
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 sc; ///< A function/method that returns a string.
IntCallback ic; ///< A function/method that returns an int.
FloatCallback fc; ///< A function/method that returns a float.
VoidCallback vc; ///< A function/method that returns nothing.
BoolCallback bc; ///< A function/method that returns a bool.
bool group; ///< Indicates that this is a group marker.
bool ns; ///< Indicates that this is a namespace marker.
/// @deprecated Unused.
bool callback; ///< Is this a callback into script?
/// @}
/// Minimum number of arguments expected by the function.
S32 mina;
/// Maximum number of arguments accepted by the funtion. Zero for varargs.
S32 maxa;
/// Name of the function/method.
const char* funcName;
/// Name of the class namespace to which to add the method.
const char* className;
/// Usage string for documentation.
const char* usage;
/// Whether this is a TORQUE_TOOLS only function.
bool toolOnly;
/// The extended function header.
ConsoleFunctionHeader* header;
/// @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 *next;
static ConsoleConstructor *first;
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 ConsoleFunction(name,returnType,minArgs,maxArgs,usage1) \
returnType cf_##name(SimObject *, S32, ConsoleValueRef *argv); \
ConsoleConstructor cc_##name##_obj(NULL,#name,cf_##name,usage1,minArgs,maxArgs); \
returnType cf_##name(SimObject *, S32 argc, ConsoleValueRef *argv)
# define ConsoleToolFunction(name,returnType,minArgs,maxArgs,usage1) \
returnType ctf_##name(SimObject *, S32, ConsoleValueRef *argv); \
ConsoleConstructor cc_##name##_obj(NULL,#name,ctf_##name,usage1,minArgs,maxArgs, true); \
returnType ctf_##name(SimObject *, S32 argc, ConsoleValueRef *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 ConsoleMethod(className,name,returnType,minArgs,maxArgs,usage1) \
inline returnType cm_##className##_##name(className *, S32, ConsoleValueRef *argv); \
returnType cm_##className##_##name##_caster(SimObject *object, S32 argc, ConsoleValueRef *argv) { \
AssertFatal( dynamic_cast<className*>( object ), "Object passed to " #name " is not a " #className "!" ); \
conmethod_return_##returnType ) cm_##className##_##name(static_cast<className*>(object),argc,argv); \
}; \
ConsoleConstructor cc_##className##_##name##_obj(#className,#name,cm_##className##_##name##_caster,usage1,minArgs,maxArgs); \
inline returnType cm_##className##_##name(className *object, S32 argc, ConsoleValueRef *argv)
# define ConsoleStaticMethod(className,name,returnType,minArgs,maxArgs,usage1) \
inline returnType cm_##className##_##name(S32, ConsoleValueRef *); \
returnType cm_##className##_##name##_caster(SimObject *object, S32 argc, ConsoleValueRef *argv) { \
conmethod_return_##returnType ) cm_##className##_##name(argc,argv); \
}; \
ConsoleConstructor \
cc_##className##_##name##_obj(#className,#name,cm_##className##_##name##_caster,usage1,minArgs,maxArgs); \
inline returnType cm_##className##_##name(S32 argc, ConsoleValueRef *argv)
# 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, ConsoleValueRef*); \
static ConsoleConstructor g##name##obj(NULL,#name,c##name,"",minArgs,maxArgs);\
static returnType c##name(SimObject *, S32 argc, ConsoleValueRef *argv)
# define ConsoleToolFunction(name,returnType,minArgs,maxArgs,usage1) \
static returnType c##name(SimObject *, S32, ConsoleValueRef*); \
static ConsoleConstructor g##name##obj(NULL,#name,c##name,"",minArgs,maxArgs, true);\
static returnType c##name(SimObject *, S32 argc, ConsoleValueRef *argv)
# define ConsoleMethod(className,name,returnType,minArgs,maxArgs,usage1) \
static inline returnType c##className##name(className *, S32, ConsoleValueRef *argv); \
static returnType c##className##name##caster(SimObject *object, S32 argc, ConsoleValueRef *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, ConsoleValueRef *argv)
# define ConsoleStaticMethod(className,name,returnType,minArgs,maxArgs,usage1) \
static inline returnType c##className##name(S32, ConsoleValueRef*); \
static returnType c##className##name##caster(SimObject *object, S32 argc, ConsoleValueRef *argv) { \
conmethod_return_##returnType ) c##className##name(argc,argv); \
}; \
static ConsoleConstructor \
className##name##obj(#className,#name,c##className##name##caster,"",minArgs,maxArgs); \
static inline returnType c##className##name(S32 argc, ConsoleValueRef *argv)
#define ConsoleDoc( text )
#endif
/// @}
/// @}
#endif // _CONSOLE_H_