iw4x-client/src/Components/Modules/Command.cpp

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#include "STDInclude.hpp"
namespace Components
{
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Utils::Memory::Allocator Command::MemAllocator;
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std::map<std::string, wink::slot<Command::Callback>> Command::FunctionMap;
std::map<std::string, wink::slot<Command::Callback>> Command::FunctionMapSV;
char* Command::Params::operator[](size_t index)
{
if (index >= this->Length()) return "";
if (this->IsSV) return Game::cmd_argv_sv[this->CommandId][index];
else return Game::cmd_argv[this->CommandId][index];
}
size_t Command::Params::Length()
{
if (this->IsSV) return Game::cmd_argc_sv[this->CommandId];
else return Game::cmd_argc[this->CommandId];
}
std::string Command::Params::Join(size_t startIndex)
{
std::string result;
for (size_t i = startIndex; i < this->Length(); ++i)
{
if (i > startIndex) result.append(" ");
result.append(this->operator[](i));
}
return result;
}
void Command::Add(const char* name, Command::Callback* callback)
{
std::string command = Utils::String::ToLower(name);
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if (Command::FunctionMap.find(command) == Command::FunctionMap.end())
{
Command::AddRaw(name, Command::MainCallback);
}
Command::FunctionMap[command] = callback;
}
void Command::AddSV(const char* name, Command::Callback* callback)
{
std::string command = Utils::String::ToLower(name);
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if (Command::FunctionMapSV.find(command) == Command::FunctionMapSV.end())
{
Command::AddRawSV(name, Command::MainCallbackSV);
// If the main command is registered as Cbuf_AddServerText, the command will be redirected to the SV handler
Command::AddRaw(name, Game::Cbuf_AddServerText);
}
Command::FunctionMapSV[command] = callback;
}
void Command::AddRaw(const char* name, void(*callback)())
{
Game::Cmd_AddCommand(name, callback, Command::Allocate(), 0);
}
void Command::AddRawSV(const char* name, void(*callback)())
{
Game::Cmd_AddServerCommand(name, callback, Command::Allocate());
// If the main command is registered as Cbuf_AddServerText, the command will be redirected to the SV handler
Command::AddRaw(name, Game::Cbuf_AddServerText);
}
void Command::Execute(std::string command, bool sync)
{
command.append("\n"); // Make sure it's terminated
if (sync)
{
Game::Cmd_ExecuteSingleCommand(0, 0, command.data());
}
else
{
Game::Cbuf_AddText(0, command.data());
}
}
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Game::cmd_function_t* Command::Find(std::string command)
{
Game::cmd_function_t* cmdFunction = *Game::cmd_functions;
while (cmdFunction)
{
if (cmdFunction->name && cmdFunction->name == command)
{
return cmdFunction;
}
cmdFunction = cmdFunction->next;
}
return nullptr;
}
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Game::cmd_function_t* Command::Allocate()
{
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return Command::MemAllocator.Allocate<Game::cmd_function_t>();
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}
void Command::MainCallback()
{
Command::Params params(false, *Game::cmd_id);
std::string command = Utils::String::ToLower(params[0]);
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if (Command::FunctionMap.find(command) != Command::FunctionMap.end())
{
Command::FunctionMap[command](params);
}
}
void Command::MainCallbackSV()
{
Command::Params params(true, *Game::cmd_id_sv);
std::string command = Utils::String::ToLower(params[0]);
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if (Command::FunctionMapSV.find(command) != Command::FunctionMapSV.end())
{
Command::FunctionMapSV[command](params);
}
}
Command::Command()
{
// TODO: Add commands here?
}
Command::~Command()
{
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Command::MemAllocator.Clear();
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Command::FunctionMap.clear();
Command::FunctionMapSV.clear();
}
}