/**************************************************************************** Copyright (c) 2006, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #pragma once //------------------------------------------------------------------------------ /** @class IO::Console Nebula3's console, this is the central place for command- line-style communication with the user. By default, all output will just disappear unless console handlers are added. Console handlers are user-derivable objects which do something with the output and may provide text input. */ #include "core/types.h" #include "util/string.h" #include "util/array.h" #include "core/refcounted.h" #include "core/singleton.h" #include "core/ptr.h" #include "io/consolehandler.h" #include "threading/threadid.h" #include "threading/criticalsection.h" //------------------------------------------------------------------------------ namespace IO { class Console : public Core::RefCounted { __DeclareClass(Console); __DeclareImageSingleton(Console); public: /// constructor Console(); /// destructor virtual ~Console(); /// open the console void Open(); /// close the console void Close(); /// return true if currently open bool IsOpen() const; /// called per-frame void Update(); /// attach a console handler to the console void AttachHandler(const GPtr& handler); /// remove a console handler from the console void RemoveHandler(const GPtr& handler); /// get array of currently installed handlers Util::Array > GetHandlers() const; /// return true if user input is available bool HasInput() const; /// get user input Util::String GetInput() const; /// print a formatted line (printf style) void __cdecl Print(const char* fmt, ...); /// print a formatted line (printf style) void __cdecl Print(const char* fmt, va_list argList); /// print a string object void Print(const Util::String& s); /// put an error message and cancel execution void __cdecl Error(const char* fmt, ...); /// put an error message and cancel execution void __cdecl Error(const char* fmt, va_list argList); /// put a warning message void __cdecl Warning(const char* fmt, ...); /// put a warning message void __cdecl Warning(const char* fmt, va_list argList); /// display a confirmation message box void __cdecl Confirm(const char* fmt, ...); /// display a confirmation message box void __cdecl Confirm(const char* fmt, va_list argList); /// print a debug-only message void __cdecl DebugOut(const char* fmt, ...); /// print a debug-only message void __cdecl DebugOut(const char* fmt, va_list argList); protected: Threading::ThreadId creatorThreadId; Threading::CriticalSection critSect; Util::Array > consoleHandlers; bool isOpen; }; //------------------------------------------------------------------------------ /** */ inline bool Console::IsOpen() const { return this->isOpen; } //------------------------------------------------------------------------------ /** */ inline Util::Array > Console::GetHandlers() const { this->critSect.Enter(); Util::Array > handlers = this->consoleHandlers; this->critSect.Leave(); return handlers; } } // namespace IO //------------------------------------------------------------------------------