r5sdk/r5dev/public/iconvar.h
Kawe Mazidjatari a8ef2b74cd Implement ConCommand completion logic
Implementation of the ConCommand completion logic for the Dear ImGui console panel.
2023-02-05 19:21:39 +01:00

192 lines
8.9 KiB
C++

#ifndef ICONVAR_H
#define ICONVAR_H
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IConVar;
class CCommand;
//-----------------------------------------------------------------------------
// Command to ConVars and ConCommands
//-----------------------------------------------------------------------------
// ConVar systems
#define FCVAR_NONE 0 // The default, no flags at all
#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined.
#define FCVAR_GAMEDLL (1<<2) // defined by the game DLL
#define FCVAR_CLIENTDLL (1<<3) // defined by the client DLL
#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or auto complete. Like DEVELOPMENTONLY, but can't be compiled out.
// ConVar only
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as value
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_ARCHIVE (1<<7) // set to cause it to be saved to vars.rc
#define FCVAR_NOTIFY (1<<8) // notifies players when changed
#define FCVAR_USERINFO (1<<9) // changes the client's info string
#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#define FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS (1<<10) // When on concommands this allows remote clients to execute this cmd on the server.
// We are changing the default behavior of concommands to disallow execution by remote clients without
// this flag due to the number existing concommands that can lag or crash the server when clients abuse them.
#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NEVER_AS_STRING (1<<12) // never try to print that cvar
// It's a ConVar that's shared between the client and the server.
// At signon, the values of all such ConVars are sent from the server to the client (skipped for local client, of course )
// If a change is requested it must come from the console (i.e., no remote client changes)
// If a value is changed while a server is active, it's replicated to all connected clients
#define FCVAR_REPLICATED (1<<13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time
#define FCVAR_CHEAT (1<<14) // Only usable in singleplayer / debug / multiplayer & sv_cheats
#define FCVAR_SS (1<<15) // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated
#define FCVAR_DEMO (1<<16) // record this cvar when starting a demo file
#define FCVAR_DONTRECORD (1<<17) // don't record these command in demofiles
#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players
#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars available to customers
#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload
#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload
#define FCVAR_NOT_CONNECTED (1<<22) // cvar cannot be changed by a client that is connected to a server
#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread
#define FCVAR_ARCHIVE_PLAYERPROFILE (1<<24) // cvar written to config.cfg on the Xbox
#define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd.
#define FCVAR_SERVER_CANNOT_QUERY (1<<29) // If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue).
#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command.
#define FCVAR_MATERIAL_THREAD_MASK ( FCVAR_RELOAD_MATERIALS | FCVAR_RELOAD_TEXTURES | FCVAR_MATERIAL_SYSTEM_THREAD )
/*
class ConVar : ConCommandBase, IConVar; [MI] (#classinformer)
dq offset ? ? _R4ConVar@@6B@; const ConVar::`RTTI Complete Object Locator'
dq offset ??_G__ExceptionPtr@@QEAAPEAXI@Z_0; 0 Index
dq offset sub_1401F9930
dq offset loc_14046FE90
dq offset ConVar__AddFlags
dq offset ConVar__RemoveFlags
dq offset sub_14046FEA0
dq offset loc_14046FF70
dq offset ConVar__GetHelpString
dq offset sub_14046FEC0
dq offset sub_14046FEE0
dq offset ConVar__IsRegistered
dq offset ConVar__GetDllIdentifier
dq offset sub_14046F3F0
dq offset sub_14046F470
dq offset ConVar__InternalSetFloatValue; The one below also does something similar
dq offset sub_140470340
dq offset sub_140470420; Seems to be InternalSetInt below maybe ?
dq offset sub_140470510
dq offset nullsub
dq offset sub_140470300
dq offset sub_1404701A0
dq offset RegisterConVar; #STR: "Convar '%s' is flagged as both FCVAR_ARCHIVE and FCVAR_ARC
*/
//-----------------------------------------------------------------------------
// Called when a ConCommand needs to execute
//-----------------------------------------------------------------------------
typedef void (*FnCommandCallbackV1_t)(void);
typedef void (*FnCommandCallback_t)(const CCommand& command);
#define COMMAND_COMPLETION_MAXITEMS 128
#define COMMAND_COMPLETION_ITEM_LENGTH 128
#define COMMAND_COMPLETION_MARKER -1
//-----------------------------------------------------------------------------
// Returns 0 to COMMAND_COMPLETION_MAXITEMS worth of completion strings
//-----------------------------------------------------------------------------
typedef int (*FnCommandCompletionCallback)(const char* partial, char commands[COMMAND_COMPLETION_MAXITEMS][COMMAND_COMPLETION_ITEM_LENGTH]);
//-----------------------------------------------------------------------------
// Interface version
//-----------------------------------------------------------------------------
class ICommandCallback
{
public:
virtual void CommandCallback(const CCommand& command) = 0;
};
class ICommandCompletionCallback
{
public:
//virtual int CommandCompletionCallback(const char* pPartial, CUtlVector< CUtlString > &commands) = 0;
};
//-----------------------------------------------------------------------------
// Called when a ConVar changes value
// NOTE: For FCVAR_NEVER_AS_STRING ConVars, pOldValue == NULL
//-----------------------------------------------------------------------------
typedef void (*FnChangeCallback_t)(IConVar* var, const char* pOldValue, float flOldValue);
//-----------------------------------------------------------------------------
// Abstract interface for ConVars
//-----------------------------------------------------------------------------
abstract_class IConVar
{
public:
virtual ~IConVar() = 0;
// Value set
virtual void SetValue(const char* pValue) = 0;
virtual void SetValue(float flValue) = 0;
virtual void SetValue(int nValue) = 0;
// Return name of command
virtual const char* GetName(void) const = 0;
// Return name of command (usually == GetName(), except in case of FCVAR_SS_ADDED vars
virtual const char* GetBaseName(void) const = 0;
// Accessors.. not as efficient as using GetState()/GetInfo()
// if you call these methods multiple times on the same IConVar
virtual bool IsFlagSet(int nFlag) const = 0;
virtual int GetSplitScreenPlayerSlot() const = 0;
};
struct ConVarFlagsToString_t
{
int m_nFlag;
const char* m_pszDesc;
};
inline ConVarFlagsToString_t g_PrintConVarFlags[] =
{
{ FCVAR_NONE, "none" },
{ FCVAR_UNREGISTERED, "unregistered" },
{ FCVAR_DEVELOPMENTONLY, "development_only" },
{ FCVAR_GAMEDLL, "game" },
{ FCVAR_CLIENTDLL, "client" },
{ FCVAR_HIDDEN, "hidden" },
{ FCVAR_PROTECTED, "protected" },
{ FCVAR_SPONLY, "singleplayer" },
{ FCVAR_ARCHIVE, "archive" },
{ FCVAR_NOTIFY, "notify" },
{ FCVAR_USERINFO, "userinfo" },
{ FCVAR_PRINTABLEONLY, "printable_only" },
{ FCVAR_UNLOGGED, "unlogged" },
{ FCVAR_NEVER_AS_STRING, "never_as_string" },
{ FCVAR_REPLICATED, "replicated" },
{ FCVAR_CHEAT, "cheat" },
{ FCVAR_SS, "splitscreen" },
{ FCVAR_DEMO, "demo" },
{ FCVAR_DONTRECORD, "dont_record" },
{ FCVAR_SS_ADDED, "splitscreen_added" },
{ FCVAR_RELEASE, "release" },
{ FCVAR_RELOAD_MATERIALS, "reload_materials" },
{ FCVAR_RELOAD_TEXTURES, "reload_textures" },
{ FCVAR_NOT_CONNECTED, "not_connected" },
{ FCVAR_MATERIAL_SYSTEM_THREAD, "materialsystem_thread" },
{ FCVAR_ARCHIVE_PLAYERPROFILE, "playerprofile" },
{ FCVAR_SERVER_CAN_EXECUTE, "server_can_execute" },
{ FCVAR_SERVER_CANNOT_QUERY, "server_cannot_query" },
{ FCVAR_CLIENTCMD_CAN_EXECUTE, "clientcmd_can_execute" },
};
#endif // ICONVAR_H