ddnet/src/game/client/components/console.h

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#ifndef GAME_CLIENT_COMPONENTS_CONSOLE_H
#define GAME_CLIENT_COMPONENTS_CONSOLE_H
#include <engine/shared/ringbuffer.h>
#include <game/client/component.h>
#include <game/client/lineinput.h>
class CGameConsole : public CComponent
{
class CInstance
{
public:
TStaticRingBuffer<char, 64*1024, CRingBufferBase::FLAG_RECYCLE> m_Backlog;
TStaticRingBuffer<char, 64*1024, CRingBufferBase::FLAG_RECYCLE> m_History;
char *m_pHistoryEntry;
CLineInput m_Input;
int m_Type;
int m_CompletionEnumerationCount;
int m_BacklogActPage;
public:
CGameConsole *m_pGameConsole;
char m_aCompletionBuffer[128];
int m_CompletionChosen;
int m_CompletionFlagmask;
float m_CompletionRenderOffset;
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IConsole::CCommandInfo *m_pCommand;
CInstance(int t);
void Init(CGameConsole *pGameConsole);
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void ClearBacklog();
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void ExecuteLine(const char *pLine);
void OnInput(IInput::CEvent Event);
void PrintLine(const char *pLine);
const char *GetString() const { return m_Input.GetString(); }
static void PossibleCommandsCompleteCallback(const char *pStr, void *pUser);
};
class IConsole *m_pConsole;
CInstance m_LocalConsole;
CInstance m_RemoteConsole;
CInstance *CurrentConsole();
float TimeNow();
int m_ConsoleType;
int m_ConsoleState;
float m_StateChangeEnd;
float m_StateChangeDuration;
void Toggle(int Type);
static void PossibleCommandsRenderCallback(const char *pStr, void *pUser);
static void ClientConsolePrintCallback(const char *pStr, void *pUserData);
static void ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData);
static void ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData);
static void ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData);
static void ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData);
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public:
CGameConsole();
void PrintLine(int Type, const char *pLine);
virtual void OnConsoleInit();
virtual void OnReset();
virtual void OnRender();
virtual void OnMessage(int MsgType, void *pRawMsg);
virtual bool OnInput(IInput::CEvent Events);
};
#endif