r5sdk/r5dev/gameui/IConsole.h

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#pragma once
#ifndef DEDICATED
#include "common/sdkdefs.h"
#include "windows/resource.h"
#include "imgui/misc/imgui_logger.h"
#include "imgui/misc/imgui_utility.h"
#include "imgui_surface.h"
class CConsole : public CImguiSurface
{
public:
///////////////////////////////////////////////////////////////////////////
CConsole(void);
virtual ~CConsole(void);
virtual bool Init(void);
virtual void RunFrame(void);
virtual bool DrawSurface(void);
private:
void OptionsPanel(void);
void SuggestPanel(void);
bool AutoComplete(void);
void ResetAutoComplete(void);
void FindFromPartial(void);
void ProcessCommand(string svCommand);
void BuildSummary(string svConVar = "");
struct CSuggest;
void BuildInputFromSelected(const CSuggest& suggest, string& svInput);
void BuildSuggestPanelRect(void);
bool LoadFlagIcons(void);
int GetFlagTextureIndex(int nFlags) const;
int TextEditCallback(ImGuiInputTextCallbackData* pData);
static int TextEditCallbackStub(ImGuiInputTextCallbackData* pData);
///////////////////////////////////////////////////////////////////////////
public:
void AddLog(const char* const text, const ImU32 color);
void RemoveLog(int nStart, int nEnd);
void ClearLog(void);
void AddHistory(const char* const command);
const vector<string>& GetHistory(void) const;
void ClearHistory(void);
public:
// Console command callbacks
static void ToggleConsole_f();
static void LogHistory_f();
static void RemoveLine_f(const CCommand& args);
static void ClearLines_f();
static void ClearHistory_f();
private: // Internals.
void AddLog(const ImU32 color, const char* fmt, ...) /*IM_FMTARGS(2)*/;
void ClampLogSize(void);
void ClampHistorySize(void);
private:
enum PositionMode_t
{
// Park means the position is out of screen.
kPark = -1,
kFirst,
};
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;
};
private:
///////////////////////////////////////////////////////////////////////////
const char* m_pszLoggingLabel;
char m_szInputBuf[512];
char m_szSummary[256];
char m_szWindowLabel[128];
string m_svInputConVar;
ssize_t m_nHistoryPos;
ssize_t m_nSuggestPos;
int m_nScrollBack;
int m_nSelectBack;
int m_nInputTextLen;
float m_flScrollX;
float m_flScrollY;
bool m_bCopyToClipBoard;
bool m_bModifyInput;
bool m_bCanAutoComplete;
bool m_bSuggestActive;
bool m_bSuggestMoved;
bool m_bSuggestUpdate;
vector<CSuggest> m_vSuggest;
vector<MODULERESOURCE> m_vFlagIcons;
vector<string> m_vHistory;
ImVec2 m_ivSuggestWindowPos;
ImVec2 m_ivSuggestWindowSize;
CTextLogger m_Logger;
mutable CThreadFastMutex m_Mutex;
ImGuiInputTextFlags m_nInputFlags;
ImGuiWindowFlags m_nSuggestFlags;
ImGuiWindowFlags m_nLoggingFlags;
};
///////////////////////////////////////////////////////////////////////////////
extern CConsole g_Console;
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!).
2021-12-25 22:36:38 +01:00
#endif // !DEDICATED