genesis-3d_engine/Engine/foundation/io/console.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

130 lines
4.6 KiB
Objective-C

/****************************************************************************
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<ConsoleHandler>& handler);
/// remove a console handler from the console
void RemoveHandler(const GPtr<ConsoleHandler>& handler);
/// get array of currently installed handlers
Util::Array<GPtr<ConsoleHandler> > 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<GPtr<ConsoleHandler> > consoleHandlers;
bool isOpen;
};
//------------------------------------------------------------------------------
/**
*/
inline bool
Console::IsOpen() const
{
return this->isOpen;
}
//------------------------------------------------------------------------------
/**
*/
inline Util::Array<GPtr<ConsoleHandler> >
Console::GetHandlers() const
{
this->critSect.Enter();
Util::Array<GPtr<ConsoleHandler> > handlers = this->consoleHandlers;
this->critSect.Leave();
return handlers;
}
} // namespace IO
//------------------------------------------------------------------------------