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178 lines
5.1 KiB
178 lines
5.1 KiB
2 months ago
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//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef CONSOLECONTEXT_INCLUDED
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#define CONSOLECONTEXT_INCLUDED
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#include "../../RuntimeObjectSystem/IObject.h"
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#include "IObjectUtils.h"
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#include "IConsoleContext.h"
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#include "IGameObject.h"
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#include "ILightingControl.h"
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#include "ICameraControl.h"
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#include "IGameManager.h"
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#include "GlobalParameters.h"
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#include "../../RuntimeObjectSystem/ObjectInterfacePerModule.h"
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#include "../../Systems/SystemTable.h"
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#include "../../Systems/ILogSystem.h"
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#include "../../Systems/IEntitySystem.h"
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#include "../../Systems/IGUISystem.h"
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#include <stdarg.h>
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class ConsoleContext: public IConsoleContext
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{
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public:
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ConsoleContext()
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{
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}
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virtual void Serialize(ISimpleSerializer *pSerializer)
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{
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// Do Nothing
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}
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virtual void Execute(SystemTable* sys);
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private:
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// Helper functions for use in Execution context
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virtual void Log( const char* format, ... )
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{
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va_list args;
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va_start(args, format);
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PerModuleInterface::GetInstance()->GetSystemTable()->pLogSystem->LogVa(args, eLV_COMMENTS, format);
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}
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virtual IAUEntity* GetEntity( const char* name )
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{
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return PerModuleInterface::g_pSystemTable->pEntitySystem->Get( name );
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}
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virtual IGameObject* GetGameObject( const char* name )
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{
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IGameObject* pGameObject = 0;
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IObject* pObj = PerModuleInterface::g_pSystemTable->pEntitySystem->Get( name )->GetObject();
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IObjectUtils::GetObject( &pGameObject, pObj->GetObjectId() );
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return pGameObject;
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}
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virtual ILightingControl* LightingControl()
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{
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return (ILightingControl*)IObjectUtils::GetUniqueInterface( "LightingControl", IID_ILIGHTINGCONTROL );
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}
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virtual ICameraControl* CameraControl()
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{
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return (ICameraControl*)IObjectUtils::GetUniqueInterface( "CameraControl", IID_ICAMERACONTROL );
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}
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virtual IGameManager* GameManager()
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{
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return (IGameManager*)IObjectUtils::GetUniqueInterface( "GameManager", IID_IGAMEMANAGER );
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}
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virtual GlobalParameters* GlobalParameters()
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{
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return GameManager()->GetGlobalParameters();
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}
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virtual void ListEntities()
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{
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IEntitySystem* pEntitySystem = PerModuleInterface::g_pSystemTable->pEntitySystem;
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AUDynArray<AUEntityId> entities;
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pEntitySystem->GetAll(entities);
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Log( "Listing %d entities...\n", entities.Size() );
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for (size_t i=0; i<entities.Size(); ++i)
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{
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IAUEntity* pEnt = pEntitySystem->Get(entities[i]);
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Log( "%d: %s\n", pEnt->GetId(), pEnt->GetName() );
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}
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}
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virtual void ListGameObjects()
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{
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IEntitySystem* pEntitySystem = PerModuleInterface::g_pSystemTable->pEntitySystem;
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IObjectFactorySystem* pFactory = PerModuleInterface::g_pSystemTable->pObjectFactorySystem;
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// Get list of all Game Objects
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IObjectConstructor* pConstructor = pFactory->GetConstructor( "GameObject" );
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size_t count = pConstructor->GetNumberConstructedObjects();
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std::vector<ObjectId> objects;
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objects.reserve(count); // actual amount might sometimes be less if some freed ids have not been reused
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for (size_t i=0; i<count; ++i)
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{
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IObject* pObj = pConstructor->GetConstructedObject(i);
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if (pObj)
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{
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objects.push_back(pObj->GetObjectId());
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}
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}
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// List all valid GameObjects now
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Log( "Listing %d GameObjects...\n", objects.size() );
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for (size_t i=0; i<objects.size(); ++i)
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{
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IEntityObject* pBase = 0;
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IObjectUtils::GetObject( &pBase, objects[i] );
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IAUEntity* pEnt = pEntitySystem->Get( pBase->GetEntityId() );
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Log( "%d: %s\n", pEnt->GetId(), pEnt->GetName() );
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}
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}
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virtual void SetLogProperty( const char* name, const char* value )
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{
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SystemTable* pSys = PerModuleInterface::g_pSystemTable;
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IGUIElement* pElement = pSys->pGUISystem->GetLogElement();
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if (pElement)
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{
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pElement->SetProperty( name, value );
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pElement->RemoveReference();
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}
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}
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virtual void Help()
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{
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Log( "Quick Command List:\n"
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"\t Log( format, ... ) \n"
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"\t ListEntities() \n"
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"\t ListGameObjects() \n"
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"\t GetEntity( name ) - returns IAUEntity* \n"
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"\t GetGameObject( name ) - returns IGameObject* \n"
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"\t GlobalParameters() - returns GlobalParameters* \n"
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"\t GameManager() - returns IGameManager* \n"
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"\t CameraControl() - returns ICameraControl* \n"
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"\t LightingControl() - returns ILightingControl* \n"
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"\t SetLogProperty( name, value ) \n"
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);
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}
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virtual void help()
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{
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Help();
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}
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};
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#endif // CONSOLECONTEXT_INCLUDED
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