r5sdk/r5dev/gameui/IConsole.h

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C
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#pragma once
#ifndef DEDICATED
#include "common/sdkdefs.h"
#include "windows/resource.h"
#include "thirdparty/imgui/include/imgui_logger.h"
struct CSuggest
{
CSuggest(const string& svName, int nFlags)
{
m_svName = svName;
m_nFlags = nFlags;
}
bool operator==(const string& a) const
{
return m_svName.compare(a) == 0;
}
bool operator<(const CSuggest& a) const
{
return m_svName < a.m_svName;
}
string m_svName;
int m_nFlags;
};
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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class CConsole
{
private:
///////////////////////////////////////////////////////////////////////////
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char m_szInputBuf[512] = { '\0' };
char m_szSummary[512] = { '\0' };
char m_szWindowLabel[512] = { '\0' };
const char* m_pszConsoleLabel = nullptr;
const char* m_pszLoggingLabel = nullptr;
vector<string> m_vCommands;
vector<string> m_vHistory;
ssize_t m_nHistoryPos = -1;
int m_nScrollBack = 0;
int m_nSelectBack = 0;
float m_flScrollX = 0.f;
float m_flScrollY = 0.f;
float m_flFadeAlpha = 0.f;
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bool m_bModernTheme = false;
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bool m_bLegacyTheme = false;
bool m_bDefaultTheme = false;
bool m_bInitialized = false;
bool m_bReclaimFocus = false;
bool m_bCopyToClipBoard = false;
bool m_bCanAutoComplete = false;
bool m_bSuggestActive = false;
bool m_bSuggestMoved = false;
bool m_bSuggestUpdate = false;
ssize_t m_nSuggestPos = -1;
vector<CSuggest> m_vSuggest;
vector<MODULERESOURCE> m_vFlagIcons;
ImVec2 m_ivSuggestWindowPos;
ImVec2 m_ivSuggestWindowSize;
CTextLogger m_Logger;
ImGuiInputTextFlags m_nInputFlags =
ImGuiInputTextFlags_AutoCaretEnd |
ImGuiInputTextFlags_CallbackCompletion |
ImGuiInputTextFlags_CallbackHistory |
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ImGuiInputTextFlags_CallbackAlways |
ImGuiInputTextFlags_CallbackEdit |
ImGuiInputTextFlags_EnterReturnsTrue |
ImGuiInputTextFlags_NoUndoRedo;
ImGuiWindowFlags m_nSuggestFlags =
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoSavedSettings |
ImGuiWindowFlags_NoFocusOnAppearing |
ImGuiWindowFlags_AlwaysVerticalScrollbar |
ImGuiWindowFlags_AlwaysHorizontalScrollbar;
ImGuiWindowFlags m_nLoggingFlags =
ImGuiWindowFlags_NoMove |
ImGuiWindowFlags_HorizontalScrollbar |
ImGuiWindowFlags_AlwaysVerticalScrollbar;
public:
bool m_bActivate = false;
vector<CSuggest> m_vsvCommandBases;
///////////////////////////////////////////////////////////////////////////
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CConsole(void);
~CConsole(void);
bool Setup(void);
void Draw(void);
void Think(void);
void BasePanel(void);
void OptionsPanel(void);
void SuggestPanel(void);
bool AutoComplete(void);
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void ResetAutoComplete(void);
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void ClearAutoComplete(void);
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void FindFromPartial(void);
void ProcessCommand(const char* pszCommand);
void BuildSummary(string svConVar = "");
bool LoadFlagIcons(void);
int ColorCodeFlags(int nFlags) const;
int TextEditCallback(ImGuiInputTextCallbackData* pData);
static int TextEditCallbackStub(ImGuiInputTextCallbackData* pData);
///////////////////////////////////////////////////////////////////////////
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void AddLog(const ConLog_t& conLog);
void AddLog(const ImVec4& color, const char* fmt, ...) IM_FMTARGS(2);
void ClearLog(void);
///////////////////////////////////////////////////////////////////////////
void SetStyleVar(void);
};
///////////////////////////////////////////////////////////////////////////////
extern CConsole* g_pConsole;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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#endif // !DEDICATED