Permalink
Fetching contributors…
Cannot retrieve contributors at this time
696 lines (615 sloc) 36.2 KB
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
// Original file Copyright Crytek GMBH or its affiliates, used under license.
#ifndef CRYINCLUDE_CRYCOMMON_ICONSOLE_H
#define CRYINCLUDE_CRYCOMMON_ICONSOLE_H
#pragma once
struct SFunctor;
struct ConsoleBind;
struct ICVar;
class ITexture;
class ICrySizer;
struct ISystem;
#define CVAR_INT 1
#define CVAR_FLOAT 2
#define CVAR_STRING 3
// By default, cvars registered as const, read-only, or cheat cannot be modified in release builds for security.
// The common practice has been to hard-code the default values of all these 'const' cvars before generating a release build.
// However, this is restrictive because the cannot be modified at run-time in release, and so cannot differ between (or during) levels.
// If you wish, you can disable this restriction by defining ALLOW_CONST_CVAR_MODIFICATIONS 1 (which is the default for non-release builds),
// thus allowing const/read-only/cheat cvars to be set at run-time in release, and removing the need to explicitly hard-code your default values for release builds.
#if defined(_RELEASE)
#define ALLOW_AUDIT_CVARS 0
#define ALLOW_CONST_CVAR_MODIFICATIONS 0
#define LOG_CVAR_INFRACTIONS 0
#define LOG_CVAR_USAGE 0
#else
#define ALLOW_AUDIT_CVARS 1
#define ALLOW_CONST_CVAR_MODIFICATIONS 1
#define LOG_CVAR_INFRACTIONS 1
#define LOG_CVAR_USAGE 1
#endif // defined(_RELEASE)
#define CVAR_GROUPS_ARE_PRIVILEGED 1 // allows cvar groups to manipulate const/cheat cvars (turn off to log group cvar manipulation)
#define LOG_CVAR_INFRACTIONS_CALLSTACK (LOG_CVAR_INFRACTIONS && 0) // logs the callstack when certain cvar issues arise; helpful in tracking down where the problem originated
// If this flag is set during registering a console variable, and the variable exists,
// then the variable will store its value in memory given by src
#define CVF_CHANGE_SOURCE (1u << 16)
// Flags used by ICVar
enum EVarFlags
{
VF_NULL = 0x00000000, // just to have one recognizable spot where the flags are located in the Register call
VF_CHEAT = 0x00000002, // stays in the default state when cheats are disabled
VF_DEV_ONLY = 0x00000004, // cvar is only registered with the console in non release builds
VF_DEDI_ONLY = 0x00000008, // cvar is only registered with the console in non release or dedicated server builds
VF_NET_SYNCED = 0x00000080, // synchronised between server and client(s); server authorative
VF_DUMPTODISK = 0x00000100,
VF_READONLY = 0x00000800, // can not be changed by the user
VF_REQUIRE_LEVEL_RELOAD = 0x00001000,
VF_REQUIRE_APP_RESTART = 0x00002000,
VF_WARNING_NOTUSED = 0x00004000, // shows warning that this var was not used in config file
VF_COPYNAME = 0x00008000, // otherwise the const char * to the name will be stored without copying the memory
VF_MODIFIED = 0x00010000, // Set when variable value modified.
VF_WASINCONFIG = 0x00020000, // Set when variable was present in config file.
VF_BITFIELD = 0x00040000, // Allow bitfield setting syntax.
VF_RESTRICTEDMODE = 0x00080000, // is visible and usable in restricted (normal user) console mode
VF_INVISIBLE = 0x00100000, // Invisible to the user in console
VF_ALWAYSONCHANGE = 0x00200000, // Always accept variable value and call on change callback even if variable value didnt change
VF_BLOCKFRAME = 0x00400000, // Blocks the execution of console commands for one frame
VF_CONST_CVAR = 0x00800000, // Set if it is a const cvar not to be set inside cfg-files
VF_CHEAT_ALWAYS_CHECK = 0x01000000, // This variable is critical to check in every hash, since it's extremely vulnerable
VF_CHEAT_NOCHECK = 0x02000000, // This variable is set as VF_CHEAT but doesn't have to be checked/hashed since it's harmless to hack
VF_SYSSPEC_OVERWRITE = 0x04000000, // This variable is specified by system.cfg with the intention to overwrite all subsequent settings
VF_CVARGRP_IGNOREINREALVAL = 0x08000000, // This variable will be ignored when cvar group's real val is checked (Needed for cvars which are in a group but change in various situations)
VF_RESETTABLE = 0x10000000, // This variable will be reset when a commanded reset to defaults occurs
VF_RENDERER_CVAR = 0x20000000, // The update of this variable will be done in render thread
VF_DEPRECATED = 0x40000000, // Deprecated cvars use default values which cannot be modified outside the code
VF_EXPERIMENTAL = 0x80000000, // This variable is used by WIP or experimental feature
};
struct ICVarDumpSink
{
// <interfuscator:shuffle>
virtual ~ICVarDumpSink(){}
virtual void OnElementFound(ICVar* pCVar) = 0;
// </interfuscator:shuffle>
};
struct IKeyBindDumpSink
{
// <interfuscator:shuffle>
virtual ~IKeyBindDumpSink(){}
virtual void OnKeyBindFound(const char* sBind, const char* sCommand) = 0;
// </interfuscator:shuffle>
};
struct IOutputPrintSink
{
// <interfuscator:shuffle>
virtual ~IOutputPrintSink(){}
virtual void Print(const char* inszText) = 0;
// </interfuscator:shuffle>
};
// Callback class to derive from when you want to receive callbacks when console var changes.
struct IConsoleVarSink
{
// <interfuscator:shuffle>
virtual ~IConsoleVarSink(){}
// Called by Console before changing console var value, to validate if var can be changed.
// Return value: true if ok to change value, false if should not change value.
virtual bool OnBeforeVarChange(ICVar* pVar, const char* sNewValue) = 0;
// Called by Console after variable has changed value
virtual void OnAfterVarChange(ICVar* pVar) = 0;
// </interfuscator:shuffle>
};
#if defined(GetCommandLine)
#undef GetCommandLine
#endif
// Interface to the arguments of the console command.
struct IConsoleCmdArgs
{
// <interfuscator:shuffle>
virtual ~IConsoleCmdArgs(){}
// Gets number of arguments supplied to the command (including the command itself)
virtual int GetArgCount() const = 0;
// Gets argument by index, nIndex must be in 0 <= nIndex < GetArgCount()
virtual const char* GetArg(int nIndex) const = 0;
// Gets complete command line
virtual const char* GetCommandLine() const = 0;
// </interfuscator:shuffle>
};
// Interface to the arguments of the console command.
struct IConsoleArgumentAutoComplete
{
// <interfuscator:shuffle>
virtual ~IConsoleArgumentAutoComplete(){}
// Gets number of matches for the argument to auto complete.
virtual int GetCount() const = 0;
// Gets argument value by index, nIndex must be in 0 <= nIndex < GetCount()
virtual const char* GetValue(int nIndex) const = 0;
// </interfuscator:shuffle>
};
// This a definition of the console command function that can be added to console with AddCommand.
typedef void (* ConsoleCommandFunc)(IConsoleCmdArgs*);
// This a definition of the callback function that is called when variable change.
typedef void (* ConsoleVarFunc)(ICVar*);
/* Summary: Interface to the engine console.
Description:
The engine console allow to manipulate the internal engine parameters
and to invoke commands.
This interface allow external modules to integrate their functionalities
into the console as commands or variables.
IMPLEMENTATIONS NOTES:
The console takes advantage of the script engine to store the console variables,
this mean that all variables visible through script and console.
*/
struct IConsole
{
// <interfuscator:shuffle>
virtual ~IConsole(){}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Deletes the console
virtual void Release() = 0;
// Initialize this instance of engine console
// Arguments:
// pSystem - an instance of ISystem
virtual void Init(ISystem* pSystem) = 0;
// Create a new console variable that store the value in a string
// Arguments:
// sName - console variable name
// sValue - default value
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// Return:
// pointer to the interface ICVar
virtual ICVar* RegisterString(const char* sName, const char* sValue, int nFlags, const char* help = "", ConsoleVarFunc pChangeFunc = 0) = 0;
// Create a new console variable that store the value in a int
// Arguments:
// sName - console variable name
// iValue - default value
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// Return:
// pointer to the interface ICVar
virtual ICVar* RegisterInt(const char* sName, int iValue, int nFlags, const char* help = "", ConsoleVarFunc pChangeFunc = 0) = 0;
// Create a new console variable that store the value in a int64
// Arguments:
// sName - console variable name
// iValue - default value
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// Return:
// pointer to the interface ICVar
virtual ICVar* RegisterInt64(const char* sName, int64 iValue, int nFlags, const char* help = "", ConsoleVarFunc pChangeFunc = 0) = 0;
// Create a new console variable that store the value in a float
// Arguments:
// sName - console variable name
// fValue - default value
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// Return:
// pointer to the interface ICVar
virtual ICVar* RegisterFloat(const char* sName, float fValue, int nFlags, const char* help = "", ConsoleVarFunc pChangeFunc = 0) = 0;
// Create a new console variable that will update the user defined float
// Arguments:
// sName - console variable name
// src - pointer to the memory that will be updated
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// allowModify - allow modification through config vars, prevents missing modifications in release mode
// Return:
// pointer to the interface ICVar
virtual ICVar* Register(const char* name, float* src, float defaultvalue, int nFlags = 0, const char* help = "", ConsoleVarFunc pChangeFunc = 0, bool allowModify = true) = 0;
// Create a new console variable that will update the user defined integer
// Arguments:
// sName - console variable name
// src - pointer to the memory that will be updated
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// allowModify - allow modification through config vars, prevents missing modifications in release mode
// Return:
// pointer to the interface ICVar
virtual ICVar* Register(const char* name, int* src, int defaultvalue, int nFlags = 0, const char* help = "", ConsoleVarFunc pChangeFunc = 0, bool allowModify = true) = 0;
// Create a new console variable that will update the user defined pointer to null terminated string
// Arguments:
// sName - console variable name
// src - pointer to the memory that will be updated
// nFlags - user defined flag, this parameter is used by other subsystems and doesn't affect the console variable (basically of user data)
// help - help text that is shown when you use <sName> ? in the console
// allowModify - allow modification through config vars, prevents missing modifications in release mode
// Return:
// pointer to the interface ICVar
virtual ICVar* Register(const char* name, const char** src, const char* defaultvalue, int nFlags = 0, const char* help = "", ConsoleVarFunc pChangeFunc = 0, bool allowModify = true) = 0;
// Registers an existing console variable
// Should only be used with static duration objects, object is never freed
// Arguments:
// pVar - the existing console variable
// Return:
// pointer to the interface ICVar (that was passed in)
virtual ICVar* Register(ICVar* pVar) = 0;
// ! Remove a variable from the console
// @param sVarName console variable name
// @param bDelete if true the variable is deleted
// @see ICVar
virtual void UnregisterVariable(const char* sVarName, bool bDelete = false) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set the y coordinate where the console will stop to scroll when is dropped
// @param value y in screen coordinates
virtual void SetScrollMax(int value) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// add output sink (clases which are interested in the output) - order is not guaranteed
// @param inpSink must not be 0 and is not allowed to be added twice
virtual void AddOutputPrintSink(IOutputPrintSink* inpSink) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// remove output sink (clases which are interested in the output) - order is not guaranteed
// @param inpSink must not be 0 and has to be added before
virtual void RemoveOutputPrintSink(IOutputPrintSink* inpSink) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// show/hide the console
// @param specifies if the window must be (true=show,false=hide)
// @param specifies iRequestScrollMax <=0 if not used, otherwise it sets SetScrollMax temporary to the given value
virtual void ShowConsole(bool show, const int iRequestScrollMax = -1) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Dump all console-variables to a callback-interface
// @param Callback callback-interface which needs to be called for each element
virtual void DumpCVars(ICVarDumpSink* pCallback, unsigned int nFlagsFilter = 0) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Bind a console command to a key
// @param sCmd console command that must be executed
// @param sRes name of the key to invoke the command
virtual void CreateKeyBind(const char* sCmd, const char* sRes) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Sets the background-image
// @param pImage background-image
virtual void SetImage(ITexture* pImage, bool bDeleteCurrent) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Retrieves the background-image
// @return background-image
virtual ITexture* GetImage() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Sets static/scroll background-mode
// @param bStatic true if static
virtual void StaticBackground(bool bStatic) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Sets the loading-background-image
// @param pImage background-image
virtual void SetLoadingImage(const char* szFilename) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Iterate through the lines - used for dedicated server (truncated if needed)
// @param indwLineNo 0.. counted from the last printed line on
// @param outszBuffer pointer to the destination string buffer (zero terminated afterwards), must not be 0
// @param indwBufferSize 1.. size of the buffer
// @return true=line was returned, false=there are no more lines
virtual bool GetLineNo(const int indwLineNo, char* outszBuffer, const int indwBufferSize) const = 0;
// @return current number of lines in the console
virtual int GetLineCount() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Retrieve a console variable by name - not case sensitive
// @param name variable name
// @return a pointer to the ICVar interface, NULL if is not found
// @see ICVar
virtual ICVar* GetCVar(const char* name) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Read a value from a configuration file (.ini) and return the value
// @param szVarName variable name
// @param szFileName source configuration file
// @param def_val default value (if the variable is not found into the file)
// @return the variable value
virtual char* GetVariable(const char* szVarName, const char* szFileName, const char* def_val) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Read a value from a configuration file (.ini) and return the value
// @param szVarName variable name
// @param szFileName source configuration file
// @param def_val default value (if the variable is not found into the file)
// @return the variable value
virtual float GetVariable(const char* szVarName, const char* szFileName, float def_val) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Print a string in the console and go to the new line
// @param s the string to print
virtual void PrintLine(const char* s) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Append a string in the last console line
// @param s the string to print
virtual void PrintLinePlus(const char* s) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Retrieve the status of the console (active/not active)
// @return the variable value(true = active/false = not active)
virtual bool GetStatus() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Clear the console text
virtual void Clear() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Update the console
virtual void Update() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Draw the console
virtual void Draw() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description:
// Register a new console command.
// Arguments:
// sCommand - Command name.
// func - Pointer to the console command function to be called when command is invoked.
// nFlags - Bitfield consist of VF_ flags (e.g. VF_CHEAT)
// sHelp - Help string, will be displayed when typing in console "command ?".
// Return
// True if successful, false otherwise.
virtual bool AddCommand(const char* sCommand, ConsoleCommandFunc func, int nFlags = 0, const char* sHelp = NULL) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description:
// Register a new console command that execute script function.
// EG "Game.Connect(%1)" the symbol "%1" will be replaced with the command parameter 1
// writing in the console "connect 127.0.0.1" will invoke Game.Connect("127.0.0.1")
// Arguments:
// sCommand - Command name.
// sScriptFunc - Script function to be executed when command is invoked.
// nFlags - Bitfield consist of VF_ flags (e.g. VF_CHEAT)
// sHelp - Help string, will be displayed when typing in console "command ?".
// Return
// True if successful, false otherwise.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
virtual bool AddCommand(const char* sName, const char* sScriptFunc, int nFlags = 0, const char* sHelp = NULL) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description:
// Removes a console command which was previously registered with AddCommand.
// Arguments:
// sCommand - Command name
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
virtual void RemoveCommand(const char* sName) = 0;
// Execute a string in the console
// Arguments:
// command - console command e.g. "map testy" - no leading slash
// bSilentMode - true=suppresses log in error case and logging the command to the console
// bDeferExecution - true=the command is stored in special fifo that allows delayed execution
// by using wait_seconds and wait_frames commands
//
virtual void ExecuteString(const char* command, const bool bSilentMode = false, const bool bDeferExecution = false) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Print a message into the log and abort the execution of the application
// @param message error string to print in the log
virtual void Exit(const char* command, ...) PRINTF_PARAMS(2, 3) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Return true if the console is opened
// @return the variable value(true = opened/false = closed)
virtual bool IsOpened() = 0;
//////////////////////////////////////////////////////////////////////////
// Auto completion.
//////////////////////////////////////////////////////////////////////////
virtual int GetNumVars() = 0;
virtual int GetNumVisibleVars() = 0;
// Arguments:
// szPrefix - 0 or prefix e.g. "sys_spec_"
// Return
// used size
virtual size_t GetSortedVars(const char** pszArray, size_t numItems, const char* szPrefix = 0) = 0;
virtual const char* AutoComplete(const char* substr) = 0;
virtual const char* AutoCompletePrev(const char* substr) = 0;
virtual const char* ProcessCompletion(const char* szInputBuffer) = 0;
virtual void RegisterAutoComplete(const char* sVarOrCommand, IConsoleArgumentAutoComplete* pArgAutoComplete) = 0;
virtual void UnRegisterAutoComplete(const char* sVarOrCommand) = 0;
//
virtual void ResetAutoCompletion() = 0;
//////////////////////////////////////////////////////////////////////////
// Calculation of the memory used by the whole console system
virtual void GetMemoryUsage (ICrySizer* pSizer) const = 0;
// Function related to progress bar
virtual void ResetProgressBar(int nProgressRange) = 0;
// Function related to progress bar
virtual void TickProgressBar() = 0;
// Arguments:
// szLine - must not be 0
virtual void SetInputLine(const char* szLine) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Dump all key bindings to a callback-interface
// @param Callback callback-interface which needs to be called for each element
virtual void DumpKeyBinds(IKeyBindDumpSink* pCallback) = 0;
virtual const char* FindKeyBind(const char* sCmd) const = 0;
//////////////////////////////////////////////////////////////////////////
// Hashing of cvars (for anti-cheat). Separates setting of range, calculation,
// and retrieval of result so calculation can be done at a known safe point
// (e.g end of frame) when we know cvars won't be modified or in temporary state
// Get Number of cvars that can be hashed
virtual int GetNumCheatVars() = 0;
// Set the range of cvars
virtual void SetCheatVarHashRange(size_t firstVar, size_t lastVar) = 0;
// Calculate the hash from current cvars
virtual void CalcCheatVarHash() = 0;
// Since hash is calculated async, check if it's completed
virtual bool IsHashCalculated() = 0;
// Get the hash calculated
virtual uint64 GetCheatVarHash() = 0;
virtual void PrintCheatVars(bool bUseLastHashRange) = 0;
virtual char* GetCheatVarAt(uint32 nOffset) = 0;
//////////////////////////////////////////////////////////////////////////
// Console variable sink.
// Adds a new console variables sink callback.
virtual void AddConsoleVarSink(IConsoleVarSink* pSink) = 0;
//! Removes a console variables sink callback.
virtual void RemoveConsoleVarSink(IConsoleVarSink* pSink) = 0;
//////////////////////////////////////////////////////////////////////////
// History
//////////////////////////////////////////////////////////////////////////
// \param bUpOrDown true=after pressed "up", false=after pressed "down"
// \return 0 if there is no history line or pointer to the null terminated history line
virtual const char* GetHistoryElement(const bool bUpOrDown) = 0;
//! \param szCommand must not be 0
virtual void AddCommandToHistory(const char* szCommand) = 0;
//////////////////////////////////////////////////////////////////////////
//
virtual void LoadConfigVar(const char* sVariable, const char* sValue) = 0;
//////////////////////////////////////////////////////////////////////////
// Enable or disable the activation key (tilde by default).
// This is useful when user is in a text field and want to be able to enter the default key.
// bEnable=true console will show
// bEnable=false console will no show
virtual void EnableActivationKey(bool bEnable) = 0;
// </interfuscator:shuffle>
#if defined(DEDICATED_SERVER)
virtual void SetClientDataProbeString(const char* pName, const char* pValue) = 0;
#endif
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description:
// This interface for the remote console
struct IRemoteConsoleListener
{
virtual ~IRemoteConsoleListener() {}
virtual void OnConsoleCommand(const char* cmd) {};
virtual void OnGameplayCommand(const char* cmd) {};
};
struct IRemoteConsole
{
virtual ~IRemoteConsole() {};
virtual void RegisterConsoleVariables() = 0;
virtual void UnregisterConsoleVariables() = 0;
virtual void Start() = 0;
virtual void Stop() = 0;
virtual bool IsStarted() const = 0;
virtual void AddLogMessage(const char* log) = 0;
virtual void AddLogWarning(const char* log) = 0;
virtual void AddLogError(const char* log) = 0;
virtual void Update() = 0;
virtual void RegisterListener(IRemoteConsoleListener* pListener, const char* name) = 0;
virtual void UnregisterListener(IRemoteConsoleListener* pListener) = 0;
};
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Description:
// This interface is the 1:1 "C++ representation"
// of a console variable.
// Note:
// A console variable is accessible in C++ trough
// this interface and in all scripts as global variable
// (with the same name of the variable in the console)
struct ICVar
{
enum EConsoleLogMode
{
eCLM_Off, // off
eCLM_ConsoleAndFile, // normal info to console and file
eCLM_FileOnly, // normal info to file only
eCLM_FullInfo // full info to file only
};
// <interfuscator:shuffle>
// TODO make protected;
virtual ~ICVar() {}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// delete the variable
// NOTE: the variable will automatically unregister itself from the console
virtual void Release() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Return the integer value of the variable
// @return the value
virtual int GetIVal() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Return the 64-bit integer value of the variable
// @return the value
virtual int64 GetI64Val() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Return the float value of the variable
// @return the value
virtual float GetFVal() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Return the string value of the variable, don't store pointer as multiple calls to this function might return same memory ptr
// @return the value
virtual const char* GetString() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Return the data probe string value of the variable, don't store pointer as multiple calls to this function might return same memory ptr
// @return the value
virtual const char* GetDataProbeString() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Reset the CVar to its default value if possible
virtual void Reset() {}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// set the string value of the variable
// @param s string representation the value
virtual void Set(const char* s) = 0;
// Force to set the string value of the variable - can be called
// from inside code only
// @param s string representation the value
virtual void ForceSet(const char* s) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// set the float value of the variable
// @param s float representation the value
virtual void Set(const float f) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// set the float value of the variable
// @param s integer representation the value
virtual void Set(const int i) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// clear the specified bits in the flag field
virtual void ClearFlags (int flags) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// return the variable's flags
// @return the variable's flags
// See Also: EVarFlags
virtual int GetFlags() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set the variable's flags
// See Also: EVarFlags
virtual int SetFlags(int flags) = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// return the primary variable's type
// @return the primary variable's type e.g. CVAR_INT, CVAR_FLOAT, CVAR_STRING
virtual int GetType() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// return the variable's name
// @return the variable's name
virtual const char* GetName() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// return the variable's help text
// @return the variable's help text, can be 0 if no help is available
virtual const char* GetHelp() = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// return if the variable may be modified in config files
// @return if the variable may be modified in config files
virtual bool IsConstCVar() const = 0;
//////////////////////////////////////////////////////////////////////////
// Set a new on change function callback.
// Deprecated function. The functor should be preferred.
virtual void SetOnChangeCallback(ConsoleVarFunc pChangeFunc) = 0;
//////////////////////////////////////////////////////////////////////////
// Adds a new on change functor to the list.
// It will add from index 1 on (0 is reserved).
// Returns an ID to use when getting or removing the functor
virtual uint64 AddOnChangeFunctor(const SFunctor& pChangeFunctor) = 0;
//////////////////////////////////////////////////////////////////////////
// Returns the number of registered on change functos.
virtual uint64 GetNumberOfOnChangeFunctors() const = 0;
//////////////////////////////////////////////////////////////////////////
// Returns the functors with the specified id.
virtual const SFunctor& GetOnChangeFunctor(uint64 nFunctorId) const = 0;
//////////////////////////////////////////////////////////////////////////
// Removes an on change functor
// returns true if removal was successful.
virtual bool RemoveOnChangeFunctor(const uint64 nFunctorId) = 0;
//////////////////////////////////////////////////////////////////////////
// Get the current callback function.
virtual ConsoleVarFunc GetOnChangeCallback() const = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//
virtual void GetMemoryUsage(class ICrySizer* pSizer) const = 0;
//////////////////////////////////////////////////////////////////////////
// only useful for CVarGroups, other types return GetIVal()
// CVarGroups set multiple other CVars and this function returns
// the integer value the CVarGroup should have, when looking at the controlled cvars
// Returns:
// value that would represent the state, -1 if the state cannot be found
virtual int GetRealIVal() const = 0;
virtual void SetLimits(float min, float max) = 0;
virtual void GetLimits(float& min, float& max) = 0;
virtual bool HasCustomLimits() = 0;
// only useful for CVarGroups
// log difference between expected state and real state
virtual void DebugLog(const int iExpectedValue, const EConsoleLogMode mode) const {}
// </interfuscator:shuffle>
#if defined(DEDICATED_SERVER)
// Set the data probe string value of the variable
virtual void SetDataProbeString(const char* pDataProbeString) = 0;
#endif
};
#endif // CRYINCLUDE_CRYCOMMON_ICONSOLE_H