/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. IceTech Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #ifndef __CMDSYSTEM_H__ #define __CMDSYSTEM_H__ /* =============================================================================== Console command execution and command text buffering. Any number of commands can be added in a frame from several different sources. Most commands come from either key bindings or console line input, but entire text files can be execed. Command execution takes a null terminated string, breaks it into tokens, then searches for a command or variable that matches the first token. =============================================================================== */ // command flags typedef enum { CMD_FL_ALL = -1, CMD_FL_CHEAT = BIT(0), // command is considered a cheat CMD_FL_SYSTEM = BIT(1), // system command CMD_FL_RENDERER = BIT(2), // renderer command CMD_FL_SOUND = BIT(3), // sound command CMD_FL_GAME = BIT(4), // game command CMD_FL_TOOL = BIT(5) // tool command } cmdFlags_t; // parameters for command buffer stuffing typedef enum { CMD_EXEC_NOW, // don't return until completed CMD_EXEC_INSERT, // insert at current position, but don't run yet CMD_EXEC_APPEND // add to end of the command buffer (normal case) } cmdExecution_t; // command function typedef void (*cmdFunction_t)(const idCmdArgs& args); // argument completion function typedef void (*argCompletion_t)(const idCmdArgs& args, void(*callback)(const char* s)); class idCmdSystem { public: virtual ~idCmdSystem(void) {} virtual void Init(void) = 0; virtual void Shutdown(void) = 0; // Registers a command and the function to call for it. virtual void AddCommand(const char* cmdName, cmdFunction_t function, int flags, const char* description, argCompletion_t argCompletion = NULL) = 0; // Removes a command. virtual void RemoveCommand(const char* cmdName) = 0; // Remove all commands with one of the flags set. virtual void RemoveFlaggedCommands(int flags) = 0; // Command and argument completion using callback for each valid string. virtual void CommandCompletion(void(*callback)(const char* s)) = 0; virtual void ArgCompletion(const char* cmdString, void(*callback)(const char* s)) = 0; // Adds command text to the command buffer, does not add a final \n virtual void BufferCommandText(cmdExecution_t exec, const char* text) = 0; // Pulls off \n \r or ; terminated lines of text from the command buffer and // executes the commands. Stops when the buffer is empty. // Normally called once per frame, but may be explicitly invoked. virtual void ExecuteCommandBuffer(void) = 0; // Base for path/file auto-completion. virtual void ArgCompletion_FolderExtension(const idCmdArgs& args, void(*callback)(const char* s), const char* folder, bool stripFolder, ...) = 0; #ifdef QUAKE4 // Quake 4 model auto-completion helper. void ArgCompletion_Models(const idCmdArgs& args, void(*callback)(const char* s), bool strogg, bool marine) { if (callback == NULL) { return; } ArgCompletion_FolderExtension(args, callback, "models/", true, ".lwo", ".ase", ".md5mesh", ".ma", NULL); } #endif // Base for decl name auto-completion. virtual void ArgCompletion_DeclName(const idCmdArgs& args, void(*callback)(const char* s), int type) = 0; // Adds to the command buffer in tokenized form ( CMD_EXEC_NOW or CMD_EXEC_APPEND only ) virtual void BufferCommandArgs(cmdExecution_t exec, const idCmdArgs& args) = 0; #ifdef QUAKE4 // Restore these cvars when the next reloadEngine is done. virtual void SetupCVarsForReloadEngine(const idDict& dict) {} #endif // Setup a reloadEngine to happen on next command run, and give a command to execute after reload virtual void SetupReloadEngine(const idCmdArgs& args) = 0; virtual bool PostReloadEngine(void) = 0; #ifdef QUAKE4 // There is a cache of the last completion operation that may need to be cleared sometimes. virtual void ClearCompletion(void) {} #endif // Default argument completion functions. static void ArgCompletion_Boolean(const idCmdArgs& args, void(*callback)(const char* s)); template static void ArgCompletion_Integer(const idCmdArgs& args, void(*callback)(const char* s)); template static void ArgCompletion_String(const idCmdArgs& args, void(*callback)(const char* s)); template static void ArgCompletion_Decl(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_FileName(const idCmdArgs& args, void(*callback)(const char* s)); #ifdef QUAKE4 static void ArgCompletion_GuiName(const idCmdArgs& args, void(*callback)(const char* s)); #endif static void ArgCompletion_MapName(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_ModelName(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_SoundName(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_ImageName(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_VideoName(const idCmdArgs& args, void(*callback)(const char* s)); #ifdef QUAKE4 static void ArgCompletion_ForceModel(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_ForceModelStrogg(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_ForceModelMarine(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_StandaloneVideoName(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_NetDemoName(const idCmdArgs& args, void(*callback)(const char* s)); #endif static void ArgCompletion_ConfigName(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_SaveGame(const idCmdArgs& args, void(*callback)(const char* s)); static void ArgCompletion_DemoName(const idCmdArgs& args, void(*callback)(const char* s)); }; extern idCmdSystem* cmdSystem; ID_INLINE void idCmdSystem::ArgCompletion_Boolean(const idCmdArgs& args, void(*callback)(const char* s)) { callback(va("%s 0", args.Argv(0))); callback(va("%s 1", args.Argv(0))); } template ID_STATIC_TEMPLATE ID_INLINE void idCmdSystem::ArgCompletion_Integer(const idCmdArgs& args, void(*callback)(const char* s)) { for (int i = min; i <= max; i++) { callback(va("%s %d", args.Argv(0), i)); } } template ID_STATIC_TEMPLATE ID_INLINE void idCmdSystem::ArgCompletion_String(const idCmdArgs& args, void(*callback)(const char* s)) { for (int i = 0; strings[i]; i++) { callback(va("%s %s", args.Argv(0), strings[i])); } } template ID_STATIC_TEMPLATE ID_INLINE void idCmdSystem::ArgCompletion_Decl(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_DeclName(args, callback, type); } ID_INLINE void idCmdSystem::ArgCompletion_FileName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "/", true, "", NULL); } #ifdef QUAKE4 ID_INLINE void idCmdSystem::ArgCompletion_GuiName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "guis/", false, ".gui", NULL); } #endif ID_INLINE void idCmdSystem::ArgCompletion_MapName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "maps/", true, ".map", NULL); } ID_INLINE void idCmdSystem::ArgCompletion_ModelName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", NULL); } ID_INLINE void idCmdSystem::ArgCompletion_SoundName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "sound/", false, ".wav", ".ogg", NULL); } ID_INLINE void idCmdSystem::ArgCompletion_ImageName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "/", false, ".tga", ".dds", ".jpg", ".pcx", NULL); } ID_INLINE void idCmdSystem::ArgCompletion_VideoName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "video/", false, ".roq", NULL); } #ifdef QUAKE4 ID_INLINE void idCmdSystem::ArgCompletion_ForceModel(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_Models(args, callback, true, true); } ID_INLINE void idCmdSystem::ArgCompletion_ForceModelStrogg(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_Models(args, callback, true, false); } ID_INLINE void idCmdSystem::ArgCompletion_ForceModelMarine(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_Models(args, callback, false, true); } ID_INLINE void idCmdSystem::ArgCompletion_StandaloneVideoName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "video/", false, ".wmv", NULL); } extern char netDemoExtension[16]; ID_INLINE void idCmdSystem::ArgCompletion_NetDemoName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "demos/", true, netDemoExtension, NULL); } #endif ID_INLINE void idCmdSystem::ArgCompletion_ConfigName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "/", true, ".cfg", NULL); } ID_INLINE void idCmdSystem::ArgCompletion_SaveGame(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "SaveGames/", true, ".save", NULL); } ID_INLINE void idCmdSystem::ArgCompletion_DemoName(const idCmdArgs& args, void(*callback)(const char* s)) { cmdSystem->ArgCompletion_FolderExtension(args, callback, "demos/", true, ".demo", NULL); } #endif /* !__CMDSYSTEM_H__ */