/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "console.h" enum { CONSOLE_CLOSED, CONSOLE_OPENING, CONSOLE_OPEN, CONSOLE_CLOSING, }; CGameConsole::CInstance::CInstance(int Type) { m_pHistoryEntry = 0x0; m_Type = Type; if(Type == CGameConsole::CONSOLETYPE_LOCAL) m_CompletionFlagmask = CFGFLAG_CLIENT; else m_CompletionFlagmask = CFGFLAG_SERVER; m_aCompletionBuffer[0] = 0; m_CompletionChosen = -1; m_CompletionRenderOffset = 0.0f; m_IsCommand = false; } void CGameConsole::CInstance::Init(CGameConsole *pGameConsole) { m_pGameConsole = pGameConsole; }; void CGameConsole::CInstance::ClearBacklog() { m_Backlog.Init(); m_BacklogActPage = 0; } void CGameConsole::CInstance::ClearHistory() { m_History.Init(); m_pHistoryEntry = 0; } void CGameConsole::CInstance::ExecuteLine(const char *pLine) { if(m_Type == CGameConsole::CONSOLETYPE_LOCAL) m_pGameConsole->m_pConsole->ExecuteLine(pLine); else { if(m_pGameConsole->Client()->RconAuthed()) m_pGameConsole->Client()->Rcon(pLine); else m_pGameConsole->Client()->RconAuth("", pLine); } } void CGameConsole::CInstance::PossibleCommandsCompleteCallback(const char *pStr, void *pUser) { CGameConsole::CInstance *pInstance = (CGameConsole::CInstance *)pUser; if(pInstance->m_CompletionChosen == pInstance->m_CompletionEnumerationCount) pInstance->m_Input.Set(pStr); pInstance->m_CompletionEnumerationCount++; } void CGameConsole::CInstance::OnInput(IInput::CEvent Event) { bool Handled = false; if(Event.m_Flags&IInput::FLAG_PRESS) { if(Event.m_Key == KEY_RETURN || Event.m_Key == KEY_KP_ENTER) { if(m_Input.GetString()[0]) { if(m_Type == CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed()) { char *pEntry = m_History.Allocate(m_Input.GetLength()+1); mem_copy(pEntry, m_Input.GetString(), m_Input.GetLength()+1); } ExecuteLine(m_Input.GetString()); m_Input.Clear(); m_pHistoryEntry = 0x0; } Handled = true; } else if (Event.m_Key == KEY_UP) { if (m_pHistoryEntry) { char *pTest = m_History.Prev(m_pHistoryEntry); if (pTest) m_pHistoryEntry = pTest; } else m_pHistoryEntry = m_History.Last(); if (m_pHistoryEntry) m_Input.Set(m_pHistoryEntry); Handled = true; } else if (Event.m_Key == KEY_DOWN) { if (m_pHistoryEntry) m_pHistoryEntry = m_History.Next(m_pHistoryEntry); if (m_pHistoryEntry) m_Input.Set(m_pHistoryEntry); else m_Input.Clear(); Handled = true; } else if(Event.m_Key == KEY_TAB) { if(m_Type == CGameConsole::CONSOLETYPE_LOCAL || m_pGameConsole->Client()->RconAuthed()) { m_CompletionChosen++; m_CompletionEnumerationCount = 0; m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL && m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands(), PossibleCommandsCompleteCallback, this); // handle wrapping if(m_CompletionEnumerationCount && m_CompletionChosen >= m_CompletionEnumerationCount) { m_CompletionChosen %= m_CompletionEnumerationCount; m_CompletionEnumerationCount = 0; m_pGameConsole->m_pConsole->PossibleCommands(m_aCompletionBuffer, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL && m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands(), PossibleCommandsCompleteCallback, this); } } } else if(Event.m_Key == KEY_PAGEUP) { ++m_BacklogActPage; } else if(Event.m_Key == KEY_PAGEDOWN) { --m_BacklogActPage; if(m_BacklogActPage < 0) m_BacklogActPage = 0; } } if(!Handled) m_Input.ProcessInput(Event); if(Event.m_Flags&IInput::FLAG_PRESS) { if(Event.m_Key != KEY_TAB) { m_CompletionChosen = -1; str_copy(m_aCompletionBuffer, m_Input.GetString(), sizeof(m_aCompletionBuffer)); } // find the current command { char aBuf[64] = {0}; const char *pSrc = GetString(); int i = 0; for(; i < (int)sizeof(aBuf)-1 && *pSrc && *pSrc != ' '; i++, pSrc++) aBuf[i] = *pSrc; aBuf[i] = 0; const IConsole::CCommandInfo *pCommand = m_pGameConsole->m_pConsole->GetCommandInfo(aBuf, m_CompletionFlagmask, m_Type != CGameConsole::CONSOLETYPE_LOCAL && m_pGameConsole->Client()->RconAuthed() && m_pGameConsole->Client()->UseTempRconCommands()); if(pCommand) { m_IsCommand = true; str_copy(m_aCommandName, pCommand->m_pName, IConsole::TEMPCMD_NAME_LENGTH); str_copy(m_aCommandHelp, pCommand->m_pHelp, IConsole::TEMPCMD_HELP_LENGTH); str_copy(m_aCommandParams, pCommand->m_pParams, IConsole::TEMPCMD_PARAMS_LENGTH); } else m_IsCommand = false; } } } void CGameConsole::CInstance::PrintLine(const char *pLine) { int Len = str_length(pLine); if (Len > 255) Len = 255; CBacklogEntry *pEntry = m_Backlog.Allocate(sizeof(CBacklogEntry)+Len); pEntry->m_YOffset = -1.0f; mem_copy(pEntry->m_aText, pLine, Len); pEntry->m_aText[Len] = 0; } CGameConsole::CGameConsole() : m_LocalConsole(CONSOLETYPE_LOCAL), m_RemoteConsole(CONSOLETYPE_REMOTE) { m_ConsoleType = CONSOLETYPE_LOCAL; m_ConsoleState = CONSOLE_CLOSED; m_StateChangeEnd = 0.0f; m_StateChangeDuration = 0.1f; } float CGameConsole::TimeNow() { static long long s_TimeStart = time_get(); return float(time_get()-s_TimeStart)/float(time_freq()); } CGameConsole::CInstance *CGameConsole::CurrentConsole() { if(m_ConsoleType == CONSOLETYPE_REMOTE) return &m_RemoteConsole; return &m_LocalConsole; } void CGameConsole::OnReset() { } // only defined for 0<=t<=1 static float ConsoleScaleFunc(float t) { //return t; return sinf(acosf(1.0f-t)); } struct CRenderInfo { CGameConsole *m_pSelf; CTextCursor m_Cursor; const char *m_pCurrentCmd; int m_WantedCompletion; int m_EnumCount; float m_Offset; float m_Width; }; void CGameConsole::PossibleCommandsRenderCallback(const char *pStr, void *pUser) { CRenderInfo *pInfo = static_cast(pUser); if(pInfo->m_EnumCount == pInfo->m_WantedCompletion) { float tw = pInfo->m_pSelf->TextRender()->TextWidth(pInfo->m_Cursor.m_pFont, pInfo->m_Cursor.m_FontSize, pStr, -1); pInfo->m_pSelf->Graphics()->TextureSet(-1); pInfo->m_pSelf->Graphics()->QuadsBegin(); pInfo->m_pSelf->Graphics()->SetColor(229.0f/255.0f,185.0f/255.0f,4.0f/255.0f,0.85f); pInfo->m_pSelf->RenderTools()->DrawRoundRect(pInfo->m_Cursor.m_X-3, pInfo->m_Cursor.m_Y, tw+5, pInfo->m_Cursor.m_FontSize+4, pInfo->m_Cursor.m_FontSize/3); pInfo->m_pSelf->Graphics()->QuadsEnd(); // scroll when out of sight if(pInfo->m_Cursor.m_X < 3.0f) pInfo->m_Offset = 0.0f; else if(pInfo->m_Cursor.m_X+tw > pInfo->m_Width) pInfo->m_Offset -= pInfo->m_Width/2; pInfo->m_pSelf->TextRender()->TextColor(0.05f, 0.05f, 0.05f,1); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1); } else { const char *pMatchStart = str_find_nocase(pStr, pInfo->m_pCurrentCmd); if(pMatchStart) { pInfo->m_pSelf->TextRender()->TextColor(0.5f,0.5f,0.5f,1); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, pMatchStart-pStr); pInfo->m_pSelf->TextRender()->TextColor(229.0f/255.0f,185.0f/255.0f,4.0f/255.0f,1); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart, str_length(pInfo->m_pCurrentCmd)); pInfo->m_pSelf->TextRender()->TextColor(0.5f,0.5f,0.5f,1); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pMatchStart+str_length(pInfo->m_pCurrentCmd), -1); } else { pInfo->m_pSelf->TextRender()->TextColor(0.75f,0.75f,0.75f,1); pInfo->m_pSelf->TextRender()->TextEx(&pInfo->m_Cursor, pStr, -1); } } pInfo->m_EnumCount++; pInfo->m_Cursor.m_X += 7.0f; } void CGameConsole::OnRender() { CUIRect Screen = *UI()->Screen(); float ConsoleMaxHeight = Screen.h*3/5.0f; float ConsoleHeight; float Progress = (TimeNow()-(m_StateChangeEnd-m_StateChangeDuration))/float(m_StateChangeDuration); if (Progress >= 1.0f) { if (m_ConsoleState == CONSOLE_CLOSING) m_ConsoleState = CONSOLE_CLOSED; else if (m_ConsoleState == CONSOLE_OPENING) m_ConsoleState = CONSOLE_OPEN; Progress = 1.0f; } if (m_ConsoleState == CONSOLE_OPEN && g_Config.m_ClEditor) Toggle(CONSOLETYPE_LOCAL); if (m_ConsoleState == CONSOLE_CLOSED) return; if (m_ConsoleState == CONSOLE_OPEN) Input()->MouseModeAbsolute(); float ConsoleHeightScale; if (m_ConsoleState == CONSOLE_OPENING) ConsoleHeightScale = ConsoleScaleFunc(Progress); else if (m_ConsoleState == CONSOLE_CLOSING) ConsoleHeightScale = ConsoleScaleFunc(1.0f-Progress); else //if (console_state == CONSOLE_OPEN) ConsoleHeightScale = ConsoleScaleFunc(1.0f); ConsoleHeight = ConsoleHeightScale*ConsoleMaxHeight; Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h); // do console shadow Graphics()->TextureSet(-1); Graphics()->QuadsBegin(); IGraphics::CColorVertex Array[4] = { IGraphics::CColorVertex(0, 0,0,0, 0.5f), IGraphics::CColorVertex(1, 0,0,0, 0.5f), IGraphics::CColorVertex(2, 0,0,0, 0.0f), IGraphics::CColorVertex(3, 0,0,0, 0.0f)}; Graphics()->SetColorVertex(Array, 4); IGraphics::CQuadItem QuadItem(0, ConsoleHeight, Screen.w, 10.0f); Graphics()->QuadsDrawTL(&QuadItem, 1); Graphics()->QuadsEnd(); // do background Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BG].m_Id); Graphics()->QuadsBegin(); Graphics()->SetColor(0.2f, 0.2f, 0.2f,0.9f); if(m_ConsoleType == CONSOLETYPE_REMOTE) Graphics()->SetColor(0.4f, 0.2f, 0.2f,0.9f); Graphics()->QuadsSetSubset(0,-ConsoleHeight*0.075f,Screen.w*0.075f*0.5f,0); QuadItem = IGraphics::CQuadItem(0, 0, Screen.w, ConsoleHeight); Graphics()->QuadsDrawTL(&QuadItem, 1); Graphics()->QuadsEnd(); // do small bar shadow Graphics()->TextureSet(-1); Graphics()->QuadsBegin(); Array[0] = IGraphics::CColorVertex(0, 0,0,0, 0.0f); Array[1] = IGraphics::CColorVertex(1, 0,0,0, 0.0f); Array[2] = IGraphics::CColorVertex(2, 0,0,0, 0.25f); Array[3] = IGraphics::CColorVertex(3, 0,0,0, 0.25f); Graphics()->SetColorVertex(Array, 4); QuadItem = IGraphics::CQuadItem(0, ConsoleHeight-20, Screen.w, 10); Graphics()->QuadsDrawTL(&QuadItem, 1); Graphics()->QuadsEnd(); // do the lower bar Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CONSOLE_BAR].m_Id); Graphics()->QuadsBegin(); Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.9f); Graphics()->QuadsSetSubset(0,0.1f,Screen.w*0.015f,1-0.1f); QuadItem = IGraphics::CQuadItem(0,ConsoleHeight-10.0f,Screen.w,10.0f); Graphics()->QuadsDrawTL(&QuadItem, 1); Graphics()->QuadsEnd(); ConsoleHeight -= 22.0f; CInstance *pConsole = CurrentConsole(); { float FontSize = 10.0f; float RowHeight = FontSize*1.25f; float x = 3; float y = ConsoleHeight - RowHeight - 5.0f; CRenderInfo Info; Info.m_pSelf = this; Info.m_WantedCompletion = pConsole->m_CompletionChosen; Info.m_EnumCount = 0; Info.m_Offset = pConsole->m_CompletionRenderOffset; Info.m_Width = Screen.w; Info.m_pCurrentCmd = pConsole->m_aCompletionBuffer; TextRender()->SetCursor(&Info.m_Cursor, x+Info.m_Offset, y+RowHeight+2.0f, FontSize, TEXTFLAG_RENDER); // render prompt CTextCursor Cursor; TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER); const char *pPrompt = "> "; if(m_ConsoleType == CONSOLETYPE_REMOTE) { if(Client()->State() == IClient::STATE_ONLINE) { if(Client()->RconAuthed()) pPrompt = "rcon> "; else pPrompt = "ENTER PASSWORD> "; } else pPrompt = "NOT CONNECTED> "; } TextRender()->TextEx(&Cursor, pPrompt, -1); x = Cursor.m_X; // render console input (wrap line) int Lines = TextRender()->TextLineCount(0, FontSize, pConsole->m_Input.GetString(), Screen.w - 10.0f - x); y -= (Lines - 1) * FontSize; TextRender()->SetCursor(&Cursor, x, y, FontSize, TEXTFLAG_RENDER); Cursor.m_LineWidth = Screen.w - 10.0f - x; //hide rcon password char aInputString[256]; str_copy(aInputString, pConsole->m_Input.GetString(), sizeof(aInputString)); if(m_ConsoleType == CONSOLETYPE_REMOTE && Client()->State() == IClient::STATE_ONLINE && !Client()->RconAuthed()) { for(int i = 0; i < pConsole->m_Input.GetLength(); ++i) aInputString[i] = '*'; } TextRender()->TextEx(&Cursor, aInputString, pConsole->m_Input.GetCursorOffset()); static float MarkerOffset = TextRender()->TextWidth(0, FontSize, "|", -1)/3; CTextCursor Marker = Cursor; Marker.m_X -= MarkerOffset; TextRender()->TextEx(&Marker, "|", -1); TextRender()->TextEx(&Cursor, aInputString+pConsole->m_Input.GetCursorOffset(), -1); // render possible commands if(m_ConsoleType == CONSOLETYPE_LOCAL || Client()->RconAuthed()) { if(pConsole->m_Input.GetString()[0] != 0) { m_pConsole->PossibleCommands(pConsole->m_aCompletionBuffer, pConsole->m_CompletionFlagmask, m_ConsoleType != CGameConsole::CONSOLETYPE_LOCAL && Client()->RconAuthed() && Client()->UseTempRconCommands(), PossibleCommandsRenderCallback, &Info); pConsole->m_CompletionRenderOffset = Info.m_Offset; if(Info.m_EnumCount <= 0) { if(pConsole->m_IsCommand) { char aBuf[512]; str_format(aBuf, sizeof(aBuf), "Help: %s ", pConsole->m_aCommandHelp); TextRender()->TextEx(&Info.m_Cursor, aBuf, -1); TextRender()->TextColor(0.75f, 0.75f, 0.75f, 1); str_format(aBuf, sizeof(aBuf), "Syntax: %s %s", pConsole->m_aCommandName, pConsole->m_aCommandParams); TextRender()->TextEx(&Info.m_Cursor, aBuf, -1); } } } } TextRender()->TextColor(1,1,1,1); // render log (actual page, wrap lines) CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.Last(); float OffsetY = 0.0f; float LineOffset = 1.0f; for(int Page = 0; Page <= pConsole->m_BacklogActPage; ++Page, OffsetY = 0.0f) { while(pEntry) { // get y offset (calculate it if we haven't yet) if(pEntry->m_YOffset < 0.0f) { TextRender()->SetCursor(&Cursor, 0.0f, 0.0f, FontSize, 0); Cursor.m_LineWidth = Screen.w-10; TextRender()->TextEx(&Cursor, pEntry->m_aText, -1); pEntry->m_YOffset = Cursor.m_Y+Cursor.m_FontSize+LineOffset; } OffsetY += pEntry->m_YOffset; // next page when lines reach the top if(y-OffsetY <= RowHeight) break; // just render output from actual backlog page (render bottom up) if(Page == pConsole->m_BacklogActPage) { TextRender()->SetCursor(&Cursor, 0.0f, y-OffsetY, FontSize, TEXTFLAG_RENDER); Cursor.m_LineWidth = Screen.w-10.0f; TextRender()->TextEx(&Cursor, pEntry->m_aText, -1); } pEntry = pConsole->m_Backlog.Prev(pEntry); } // actual backlog page number is too high, render last available page (current checked one, render top down) if(!pEntry && Page < pConsole->m_BacklogActPage) { pConsole->m_BacklogActPage = Page; pEntry = pConsole->m_Backlog.First(); while(OffsetY > 0.0f && pEntry) { TextRender()->SetCursor(&Cursor, 0.0f, y-OffsetY, FontSize, TEXTFLAG_RENDER); Cursor.m_LineWidth = Screen.w-10.0f; TextRender()->TextEx(&Cursor, pEntry->m_aText, -1); OffsetY -= pEntry->m_YOffset; pEntry = pConsole->m_Backlog.Next(pEntry); } break; } } // render page char aBuf[128]; str_format(aBuf, sizeof(aBuf), Localize("-Page %d-"), pConsole->m_BacklogActPage+1); TextRender()->Text(0, 10.0f, 0.0f, FontSize, aBuf, -1); // render version str_format(aBuf, sizeof(aBuf), "v%s", GAME_VERSION); float Width = TextRender()->TextWidth(0, FontSize, aBuf, -1); TextRender()->Text(0, Screen.w-Width-10.0f, 0.0f, FontSize, aBuf, -1); } } void CGameConsole::OnMessage(int MsgType, void *pRawMsg) { } bool CGameConsole::OnInput(IInput::CEvent Event) { if(m_ConsoleState == CONSOLE_CLOSED) return false; if(Event.m_Key >= KEY_F1 && Event.m_Key <= KEY_F15) return false; if(Event.m_Key == KEY_ESCAPE && (Event.m_Flags&IInput::FLAG_PRESS)) Toggle(m_ConsoleType); else CurrentConsole()->OnInput(Event); return true; } void CGameConsole::Toggle(int Type) { if(m_ConsoleType != Type && (m_ConsoleState == CONSOLE_OPEN || m_ConsoleState == CONSOLE_OPENING)) { // don't toggle console, just switch what console to use } else { if (m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_OPEN) { m_StateChangeEnd = TimeNow()+m_StateChangeDuration; } else { float Progress = m_StateChangeEnd-TimeNow(); float ReversedProgress = m_StateChangeDuration-Progress; m_StateChangeEnd = TimeNow()+ReversedProgress; } if (m_ConsoleState == CONSOLE_CLOSED || m_ConsoleState == CONSOLE_CLOSING) { /*Input()->MouseModeAbsolute(); m_pClient->m_pMenus->UseMouseButtons(false);*/ m_ConsoleState = CONSOLE_OPENING; /*// reset controls m_pClient->m_pControls->OnReset();*/ } else { Input()->MouseModeRelative(); m_pClient->m_pMenus->UseMouseButtons(true); m_pClient->OnRelease(); m_ConsoleState = CONSOLE_CLOSING; } } m_ConsoleType = Type; } void CGameConsole::Dump(int Type) { CInstance *pConsole = Type == CONSOLETYPE_REMOTE ? &m_RemoteConsole : &m_LocalConsole; char aFilename[128]; char aDate[20]; str_timestamp(aDate, sizeof(aDate)); str_format(aFilename, sizeof(aFilename), "dumps/%s_dump_%s.txt", Type==CONSOLETYPE_REMOTE?"remote_console":"local_console", aDate); IOHANDLE io = Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE); if(io) { for(CInstance::CBacklogEntry *pEntry = pConsole->m_Backlog.First(); pEntry; pEntry = pConsole->m_Backlog.Next(pEntry)) { io_write(io, pEntry->m_aText, str_length(pEntry->m_aText)); io_write_newline(io); } io_close(io); } } void CGameConsole::ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_LOCAL); } void CGameConsole::ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->Toggle(CONSOLETYPE_REMOTE); } void CGameConsole::ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->m_LocalConsole.ClearBacklog(); } void CGameConsole::ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->m_RemoteConsole.ClearBacklog(); } void CGameConsole::ConDumpLocalConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->Dump(CONSOLETYPE_LOCAL); } void CGameConsole::ConDumpRemoteConsole(IConsole::IResult *pResult, void *pUserData) { ((CGameConsole *)pUserData)->Dump(CONSOLETYPE_REMOTE); } void CGameConsole::ClientConsolePrintCallback(const char *pStr, void *pUserData) { ((CGameConsole *)pUserData)->m_LocalConsole.PrintLine(pStr); } void CGameConsole::ConchainConsoleOutputLevelUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData) { pfnCallback(pResult, pCallbackUserData); if(pResult->NumArguments() == 1) { CGameConsole *pThis = static_cast(pUserData); pThis->Console()->SetPrintOutputLevel(pThis->m_PrintCBIndex, pResult->GetInteger(0)); } } void CGameConsole::PrintLine(int Type, const char *pLine) { if(Type == CONSOLETYPE_LOCAL) m_LocalConsole.PrintLine(pLine); else if(Type == CONSOLETYPE_REMOTE) m_RemoteConsole.PrintLine(pLine); } void CGameConsole::OnConsoleInit() { // init console instances m_LocalConsole.Init(this); m_RemoteConsole.Init(this); m_pConsole = Kernel()->RequestInterface(); // m_PrintCBIndex = Console()->RegisterPrintCallback(g_Config.m_ConsoleOutputLevel, ClientConsolePrintCallback, this); Console()->Register("toggle_local_console", "", CFGFLAG_CLIENT, ConToggleLocalConsole, this, "Toggle local console"); Console()->Register("toggle_remote_console", "", CFGFLAG_CLIENT, ConToggleRemoteConsole, this, "Toggle remote console"); Console()->Register("clear_local_console", "", CFGFLAG_CLIENT, ConClearLocalConsole, this, "Clear local console"); Console()->Register("clear_remote_console", "", CFGFLAG_CLIENT, ConClearRemoteConsole, this, "Clear remote console"); Console()->Register("dump_local_console", "", CFGFLAG_CLIENT, ConDumpLocalConsole, this, "Dump local console"); Console()->Register("dump_remote_console", "", CFGFLAG_CLIENT, ConDumpRemoteConsole, this, "Dump remote console"); Console()->Chain("console_output_level", ConchainConsoleOutputLevelUpdate, this); } void CGameConsole::OnStateChange(int NewState, int OldState) { if(NewState == IClient::STATE_OFFLINE) m_RemoteConsole.ClearHistory(); }