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DoomRTX/neo/engine/framework/CmdSystem.h
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2026-05-09 22:10:40 -07:00

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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<int min, int max>
static void ArgCompletion_Integer(const idCmdArgs& args, void(*callback)(const char* s));
template<const char** strings>
static void ArgCompletion_String(const idCmdArgs& args, void(*callback)(const char* s));
template<int type>
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<int min, int max> 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<const char** strings> 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<int type> 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__ */