scummvm/sword2/console.h

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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef C_ONSOLE_H
#define C_ONSOLE_H
#include "bs2/memory.h"
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// Choose between text console or graphical console
#define USE_CONSOLE 1
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#if USE_CONSOLE
#include "gui/console.h"
#define Debug_Printf g_sword2->_debuggerDialog->printf
#else
#define Debug_Printf printf
#endif
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namespace Sword2 {
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extern bool grabbingSequences;
extern bool wantSfxDebug; // sfx debug file enabled/disabled from console
class Sword2Engine;
class Debugger;
typedef bool (Debugger::*DebugProc)(int argc, const char **argv);
enum {
DVAR_INT,
DVAR_BOOL,
DVAR_INTARRAY,
DVAR_STRING
};
struct DVar {
char name[30];
void *variable;
int type, optional;
};
struct DCmd {
char name[30];
DebugProc function;
};
class Debugger {
public:
Debugger(Sword2Engine *s);
void onFrame();
void attach(const char *entry = 0);
bool isAttached() const { return _isAttached; }
protected:
Sword2Engine *_vm;
int _frame_countdown, _dcmd_count;
DCmd _dcmds[256];
bool _detach_now;
bool _isAttached;
char *_errStr;
void enter();
void detach();
void DCmd_Register(const char *cmdname, DebugProc pointer);
bool RunCommand(const char *input);
// Commands
bool Cmd_Exit(int argc, const char **argv);
bool Cmd_Help(int argc, const char **argv);
bool Cmd_Mem(int argc, const char **argv);
bool Cmd_Tony(int argc, const char **argv);
bool Cmd_Res(int argc, const char **argv);
bool Cmd_Starts(int argc, const char **argv);
bool Cmd_Start(int argc, const char **argv);
bool Cmd_Info(int argc, const char **argv);
bool Cmd_WalkGrid(int argc, const char **argv);
bool Cmd_Mouse(int argc, const char **argv);
bool Cmd_Player(int argc, const char **argv);
bool Cmd_ResLook(int argc, const char **argv);
bool Cmd_CurrentInfo(int argc, const char **argv);
bool Cmd_RunList(int argc, const char **argv);
bool Cmd_Kill(int argc, const char **argv);
bool Cmd_Nuke(int argc, const char **argv);
bool Cmd_Var(int argc, const char **argv);
bool Cmd_Rect(int argc, const char **argv);
bool Cmd_Clear(int argc, const char **argv);
bool Cmd_DebugOn(int argc, const char **argv);
bool Cmd_DebugOff(int argc, const char **argv);
bool Cmd_SaveRest(int argc, const char **argv);
bool Cmd_ListSaveGames(int argc, const char **argv);
bool Cmd_SaveGame(int argc, const char **argv);
bool Cmd_RestoreGame(int argc, const char **argv);
bool Cmd_BltFxOn(int argc, const char **argv);
bool Cmd_BltFxOff(int argc, const char **argv);
bool Cmd_TimeOn(int argc, const char **argv);
bool Cmd_TimeOff(int argc, const char **argv);
bool Cmd_Text(int argc, const char **argv);
bool Cmd_ShowVar(int argc, const char **argv);
bool Cmd_HideVar(int argc, const char **argv);
bool Cmd_Version(int argc, const char **argv);
bool Cmd_SoftHard(int argc, const char **argv);
bool Cmd_AnimTest(int argc, const char **argv);
bool Cmd_TextTest(int argc, const char **argv);
bool Cmd_LineTest(int argc, const char **argv);
bool Cmd_Grab(int argc, const char **argv);
bool Cmd_Events(int argc, const char **argv);
bool Cmd_Sfx(int argc, const char **argv);
bool Cmd_English(int argc, const char **argv);
bool Cmd_Finnish(int argc, const char **argv);
bool Cmd_Polish(int argc, const char **argv);
#if USE_CONSOLE
static bool debuggerInputCallback(ConsoleDialog *console, const char *input, void *refCon);
static bool debuggerCompletionCallback(ConsoleDialog *console, const char *input, char*& completion, void *refCon);
#endif
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bool TabComplete(const char *input, char*& completion);
};
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} // End of namespace Sword2
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#endif