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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef CONSOLE_H
#define CONSOLE_H
#include <vector>
#include <string>
class Action;
// TODO convert existing CommandReceiver's to use IUnsyncedActionExecutor's instead
/**
* @brief this class can recieve commands (actions)
* @deprecated Use IUnsyncedActionExecutor instead
*/
class CommandReceiver
{
public:
CommandReceiver() {}
virtual ~CommandReceiver() {}
/**
* @brief callback function for all registered commands
*/
virtual void PushAction(const Action& action) = 0;
protected:
/**
* @brief register a command
*
* PushAction will be called if this command is received by the console
*/
void RegisterAction(const std::string& name);
void SortRegisteredActions();
};
/**
* @brief handles and forwards commands
*/
class CommandConsole
{
public:
typedef std::pair<std::string, CommandReceiver*> CmdPair;
// typedef std::function<bool(const CmdPair& a, const CmdPair& b)> SortPred;
/**
* @brief register a command
* @param name the name of the command (e.g. "cheat")
* @param rec the CommandReceiver who want to receive the command
*/
void AddCommandReceiver(const std::string& name, CommandReceiver* rec) { commandMap.emplace_back(name, rec); }
void SortCommandMap();
const std::vector<CmdPair>& GetCommandMap() const { return commandMap; }
/**
* @brief Execute an action
*/
bool ExecuteAction(const Action&);
void ResetState() {
commandMap.clear();
commandMap.reserve(32);
}
private:
std::vector<CmdPair> commandMap;
};
extern CommandConsole gameCommandConsole;
#endif // CONSOLE_H
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