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1ebb4f89a6
This uses an extended protocol message to signal that rcon authentication might require a username, allowing the client to enable the username prompt. Add a forgotten logout on key update
119 lines
3.3 KiB
C++
119 lines
3.3 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_CONSOLE_H
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#define GAME_CLIENT_COMPONENTS_CONSOLE_H
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#include <engine/shared/ringbuffer.h>
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#include <game/client/component.h>
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#include <game/client/lineinput.h>
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enum
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{
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CONSOLE_CLOSED,
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CONSOLE_OPENING,
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CONSOLE_OPEN,
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CONSOLE_CLOSING,
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};
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class CGameConsole : public CComponent
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{
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class CInstance
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{
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public:
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struct CBacklogEntry
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{
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float m_YOffset;
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bool m_Highlighted;
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char m_aText[1];
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};
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TStaticRingBuffer<CBacklogEntry, 64*1024, CRingBufferBase::FLAG_RECYCLE> m_Backlog;
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TStaticRingBuffer<char, 64*1024, CRingBufferBase::FLAG_RECYCLE> m_History;
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char *m_pHistoryEntry;
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CLineInput m_Input;
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int m_Type;
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int m_CompletionEnumerationCount;
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int m_BacklogActPage;
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public:
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CGameConsole *m_pGameConsole;
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char m_aCompletionBuffer[128];
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int m_CompletionChosen;
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int m_CompletionFlagmask;
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float m_CompletionRenderOffset;
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bool m_ReverseTAB;
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char m_aUser[32];
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bool m_UserGot;
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bool m_UsernameReq;
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bool m_IsCommand;
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char m_aCommandName[IConsole::TEMPCMD_NAME_LENGTH];
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char m_aCommandHelp[IConsole::TEMPCMD_HELP_LENGTH];
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char m_aCommandParams[IConsole::TEMPCMD_PARAMS_LENGTH];
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CInstance(int t);
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void Init(CGameConsole *pGameConsole);
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void ClearBacklog();
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void ClearHistory();
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void ExecuteLine(const char *pLine);
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void OnInput(IInput::CEvent Event);
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void PrintLine(const char *pLine, bool Highlighted = false);
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const char *GetString() const { return m_Input.GetString(); }
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static void PossibleCommandsCompleteCallback(const char *pStr, void *pUser);
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};
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class IConsole *m_pConsole;
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CInstance m_LocalConsole;
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CInstance m_RemoteConsole;
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CInstance *CurrentConsole();
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float TimeNow();
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int m_PrintCBIndex;
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int m_ConsoleType;
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int m_ConsoleState;
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float m_StateChangeEnd;
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float m_StateChangeDuration;
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void Toggle(int Type);
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void Dump(int Type);
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static void PossibleCommandsRenderCallback(const char *pStr, void *pUser);
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static void ClientConsolePrintCallback(const char *pStr, void *pUserData, bool Highlighted);
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static void ConToggleLocalConsole(IConsole::IResult *pResult, void *pUserData);
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static void ConToggleRemoteConsole(IConsole::IResult *pResult, void *pUserData);
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static void ConClearLocalConsole(IConsole::IResult *pResult, void *pUserData);
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static void ConClearRemoteConsole(IConsole::IResult *pResult, void *pUserData);
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static void ConDumpLocalConsole(IConsole::IResult *pResult, void *pUserData);
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static void ConDumpRemoteConsole(IConsole::IResult *pResult, void *pUserData);
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static void ConchainConsoleOutputLevelUpdate(IConsole::IResult *pResult, void *pUserData, IConsole::FCommandCallback pfnCallback, void *pCallbackUserData);
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public:
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enum
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{
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CONSOLETYPE_LOCAL=0,
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CONSOLETYPE_REMOTE,
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};
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CGameConsole();
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void PrintLine(int Type, const char *pLine);
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void RequireUsername(bool UsernameReq);
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virtual void OnStateChange(int NewState, int OldState);
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virtual void OnConsoleInit();
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virtual void OnReset();
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virtual void OnRender();
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virtual void OnMessage(int MsgType, void *pRawMsg);
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virtual bool OnInput(IInput::CEvent Events);
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bool IsClosed() { return m_ConsoleState == CONSOLE_CLOSED; }
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};
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#endif
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