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#include "Headers/GUIConsoleCommandParser.h"

#include "Headers/GUI.h"
#include "Core/Headers/ParamHandler.h"
#include "Core/Headers/XMLEntryData.h"
#include "Core/Headers/StringHelper.h"
#include "Core/Headers/PlatformContext.h"
#include "Core/Math/Headers/MathHelper.h"
#include "Managers/Headers/SceneManager.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "AI/PathFinding/NavMeshes/Headers/NavMesh.h"  ///< For NavMesh creation
#include "Platform/Video/Shaders/Headers/ShaderProgram.h"

#include "Geometry/Shapes/Headers/Mesh.h"
#include "Geometry/Shapes/Headers/Predefined/Box3D.h"
#include "Geometry/Shapes/Headers/Predefined/Sphere3D.h"

namespace Divide {

GUIConsoleCommandParser::GUIConsoleCommandParser(PlatformContext& context, ResourceCache& cache)
    : _context(context),
      _resCache(cache),
      _sound(nullptr)
{
    _commandMap[_ID("say")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleSayCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("quit")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleQuitCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("help")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleHelpCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("editparam")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleEditParamCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("playsound")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handlePlaySoundCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("createnavmesh")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleNavMeshCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("setfov")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleFOVCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("invalidcommand")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleInvalidCommand, this,
                      std::placeholders::_1);
    _commandMap[_ID("addobject")] = DELEGATE_BIND(
        &GUIConsoleCommandParser::handleAddObject, this, std::placeholders::_1);
    _commandMap[_ID("recompileshader")] =
        DELEGATE_BIND(&GUIConsoleCommandParser::handleShaderRecompileCommand,
                      this, std::placeholders::_1);

    _commandHelp[_ID("say")] = Locale::get(_ID("CONSOLE_SAY_COMMAND_HELP"));
    _commandHelp[_ID("quit")] = Locale::get(_ID("CONSOLE_QUIT_COMMAND_HELP"));
    _commandHelp[_ID("help")] = Locale::get(_ID("CONSOLE_HELP_COMMAND_HELP"));
    _commandHelp[_ID("editparam")] = Locale::get(_ID("CONSOLE_EDITPARAM_COMMAND_HELP"));
    _commandHelp[_ID("playsound")] = Locale::get(_ID("CONSOLE_PLAYSOUND_COMMAND_HELP"));
    _commandHelp[_ID("createnavmesh")] = Locale::get(_ID("CONSOLE_NAVMESH_COMMAND_HELP"));
    _commandHelp[_ID("recompileshader")] = Locale::get(_ID("CONSOLE_SHADER_RECOMPILE_COMMAND_HELP"));
    _commandHelp[_ID("setfov")] = Locale::get(_ID("CONSOLE_CHANGE_FOV_COMMAND_HELP"));
    _commandHelp[_ID("addObject")] = Locale::get(_ID("CONSOLE_ADD_OBJECT_COMMAND_HELP"));
    _commandHelp[_ID("invalidhelp")] = Locale::get(_ID("CONSOLE_INVALID_HELP_ARGUMENT"));
}

GUIConsoleCommandParser::~GUIConsoleCommandParser()
{
}

bool GUIConsoleCommandParser::processCommand(const stringImpl& commandString) {
    // Be sure we have a string longer than 0
    if (commandString.length() >= 1) {
        // Check if the first letter is a 'command' operator
        if (commandString.at(0) == '/') {
            stringImpl::size_type commandEnd = commandString.find(" ", 1);
            stringImpl command = commandString.substr(1, commandEnd - 1);
            stringImpl commandArgs = commandString.substr(
                commandEnd + 1, commandString.length() - (commandEnd + 1));
            if (commandString.compare(commandArgs) == 0) commandArgs.clear();
            // convert command to lower case
            for (stringImpl::size_type i = 0; i < command.length(); i++) {
                command[i] = static_cast<char>(tolower(command[i]));
            }
            if (_commandMap.find(_ID_RT(command)) != std::end(_commandMap)) {
                // we have a valid command
                _commandMap[_ID_RT(command)](commandArgs);
            } else {
                // invalid command
                _commandMap[_ID("invalidcommand")](command);
            }
        } else {
            Console::printfn(
                "%s", commandString
                          .c_str());  // no commands, just output what was typed
        }
    }
    return true;
}

void GUIConsoleCommandParser::handleSayCommand(const stringImpl& args) {
    Console::printfn(Locale::get(_ID("CONSOLE_SAY_NAME_TAG")), args.c_str());
}

void GUIConsoleCommandParser::handleQuitCommand(const stringImpl& args) {
    if (!args.empty()) {
        // quit command can take an extra argument. A reason, for example
        Console::printfn(Locale::get(_ID("CONSOLE_QUIT_COMMAND_ARGUMENT")),
                         args.c_str());
    }
    Application::instance().RequestShutdown();
}

void GUIConsoleCommandParser::handleHelpCommand(const stringImpl& args) {
    if (args.empty()) {
        Console::printfn(Locale::get(_ID("HELP_CONSOLE_COMMAND")));
        for (const CommandMap::value_type& it : _commandMap) {
            if (it.first != _ID("invalidhelp") &&
                it.first != _ID("invalidcommand")) {
                Console::printfn("%s", _commandHelp[it.first]);
            }
        }
    } else {
        if (_commandHelp.find(_ID_RT(args)) != std::end(_commandHelp)) {
            Console::printfn("%s", _commandHelp[_ID_RT(args)]);
        } else {
            Console::printfn("%s", _commandHelp[_ID("invalidhelp")]);
        }
    }
}

void GUIConsoleCommandParser::handleEditParamCommand(const stringImpl& args) {
    if (ParamHandler::instance().isParam<stringImpl>(args.c_str())) {
        Console::printfn(Locale::get(_ID("CONSOLE_EDITPARAM_FOUND")), args.c_str(),
                         "N/A", "N/A", "N/A");
    } else {
        Console::printfn(Locale::get(_ID("CONSOLE_EDITPARAM_NOT_FOUND")), args.c_str());
    }
}

void GUIConsoleCommandParser::handlePlaySoundCommand(const stringImpl& args) {
    stringImpl filename(Paths::g_assetsLocation + args);

    std::ifstream soundfile(filename.c_str());
    if (soundfile) {
        // Check extensions (not really, musicwav.abc would still be valid, but
        // still ...)
        if (!hasExtension(filename, "wav") &&
            !hasExtension(filename, "mp3") &&
            !hasExtension(filename, "ogg")) {
            Console::errorfn(Locale::get(_ID("CONSOLE_PLAY_SOUND_INVALID_FORMAT")));
            return;
        }

        FileWithPath fileResult = splitPathToNameAndLocation(filename);
        const stringImpl& name = fileResult._fileName;
        const stringImpl& path = fileResult._path;

        // The file is valid, so create a descriptor for it
        ResourceDescriptor sound("consoleFilePlayback");
        sound.setResourceName(name);
        sound.setResourceLocation(path);
        sound.setFlag(false);
        _sound = CreateResource<AudioDescriptor>(_resCache, sound);
        if (filename.find("music") != stringImpl::npos) {
            // play music
            _context.sfx().playMusic(_sound);
        } else {
            // play sound but stop music first if it's playing
            _context.sfx().stopMusic();
            _context.sfx().playSound(_sound);
        }
    } else {
        Console::errorfn(Locale::get(_ID("CONSOLE_PLAY_SOUND_INVALID_FILE")),
                         filename.c_str());
    }
}

void GUIConsoleCommandParser::handleNavMeshCommand(const stringImpl& args) {
    SceneGraph& sceneGraph = _context.gui().activeScene()->sceneGraph();
    if (!args.empty()) {
        SceneGraphNode_ptr sgn = sceneGraph.findNode("args").lock();
        if (!sgn) {
            Console::errorfn(Locale::get(_ID("CONSOLE_NAVMESH_NO_NODE")), args.c_str());
            return;
        }
    }
    AI::AIManager& aiManager = sceneGraph.parentScene().aiManager();
    // Check if we already have a NavMesh created
    AI::Navigation::NavigationMesh* temp = aiManager.getNavMesh(AI::AIEntity::PresetAgentRadius::AGENT_RADIUS_SMALL);
    // Create a new NavMesh if we don't currently have one
    if (!temp) {
        temp = MemoryManager_NEW AI::Navigation::NavigationMesh(_context);
    }
    // Set it's file name
    temp->setFileName(_context.gui().activeScene()->getName());
    // Try to load it from file
    bool loaded = temp->load(sceneGraph.getRoot());
    if (!loaded) {
        // If we failed to load it from file, we need to build it first
        loaded = temp->build(
            sceneGraph.getRoot(),
            AI::Navigation::NavigationMesh::CreationCallback(), false);
        // Then save it to file
        temp->save(sceneGraph.getRoot());
    }
    // If we loaded/built the NavMesh correctly, add it to the AIManager
    if (loaded) {
        aiManager.addNavMesh(AI::AIEntity::PresetAgentRadius::AGENT_RADIUS_SMALL, temp);
    }
}

void GUIConsoleCommandParser::handleShaderRecompileCommand(const stringImpl& args) {
    ShaderProgram::recompileShaderProgram(args);
}

void GUIConsoleCommandParser::handleFOVCommand(const stringImpl& args) {
    if (!Util::IsNumber(args)) {
        Console::errorfn(Locale::get(_ID("CONSOLE_INVALID_NUMBER")));
        return;
    }
    I32 FoV = (atoi(args.c_str()));
    CLAMP<I32>(FoV, 40, 140);

    Camera::activeCamera()->setHorizontalFoV(to_float(FoV));
}

void GUIConsoleCommandParser::handleAddObject(const stringImpl& args) {
    std::istringstream ss(args.c_str());
    stringImpl args1, args2;
    std::getline(ss, args1, ',');
    std::getline(ss, args2, ',');

    float scale = 1.0f;
    if (!Util::IsNumber(args2.c_str())) {
        Console::errorfn(Locale::get(_ID("CONSOLE_INVALID_NUMBER")));
    } else {
        scale = to_float(atof(args2.c_str()));
    }
    stringImpl assetLocation(Paths::g_assetsLocation);

    FileData model;
    model.ItemName = args1 + "_console" + args;
    model.ModelName = 
        ((args1.compare("Box3D") == 0 || args1.compare("Sphere3D") == 0)
             ? ""
             : assetLocation) +
        args1;
    model.position = Camera::activeCamera()->getEye();
    model.data = 1.0f;
    model.scale = vec3<F32>(scale);
    model.orientation = Camera::activeCamera()->getEuler();
    model.type = (args1.compare("Box3D") == 0 || args1.compare("Sphere3D") == 0)
                     ? GeometryType::PRIMITIVE
                     : GeometryType::GEOMETRY;
    model.version = 1.0f;
    model.isUnit = false;
    model.staticUsage = false;
    model.navigationUsage = true;
    model.useHighDetailNavMesh = true;
    model.physicsUsage = true;
    model.physicsStatic = true;
    _context.gui().activeScene()->addModel(model);
}

void GUIConsoleCommandParser::handleInvalidCommand(const stringImpl& args) {
    Console::errorfn(Locale::get(_ID("CONSOLE_INVALID_COMMAND")), args.c_str());
}
};

Commits for Divide-Framework/trunk/Source Code/GUI/GUIConsoleCommandParser.cpp

Diff revisions: vs.
Revision Author Commited Message
832 Diff Diff IonutCava picture IonutCava Thu 26 Jan, 2017 17:23:11 +0000

[IonutCava]
- More path related work
- Initial code to centralize file I/O (does not compile yet)

831 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 23:52:34 +0000

[IonutCava]
- More path related updates

830 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

[IonutCava]
- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

829 Diff Diff IonutCava picture IonutCava Tue 24 Jan, 2017 17:28:39 +0000

[IonutCava]
- Separate resourceLocation for resources into resourceLocation and resourceName.
- More XML config loading refactoring

817 Diff Diff IonutCava picture IonutCava Sun 15 Jan, 2017 21:29:59 +0000

[IonutCava]
- Add a new Unit component to SGNs that holds NPC/Player/etc. objects
- Add support for multiple keyboard+mouse combos and joysticks and add mapping between these and players

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
802 Diff Diff IonutCava picture IonutCava Tue 29 Nov, 2016 17:15:38 +0000

[IonutCava]
- GUI class is no longer a Singleton
- Reduced usage of GFXDevice::instance()

784 Diff Diff IonutCava picture IonutCava Mon 17 Oct, 2016 16:20:49 +0000

[IonutCava]
- Removed the CameraManager and move most of its functionality into static members of the Camera class
- Removed Camera push/pop system in favour of a stateless ptr based system to better fit the RenderPass structure

715 Diff Diff IonutCava picture IonutCava Fri 27 May, 2016 16:19:22 +0000

[IonutCava]
- Added initial Fade In / Fade Out post effect (used for scene transitions for now)
- Added a GUI Interface that handles a list of GUI elements (used by GUI and SceneGUIElements)
- Fixed some race conditions related to multi-threaded scene loading (a lot remain to be fixed)
- Improved per-thread GPU sync system a bit
- Simplified Singleton define macros (although we should get rid of singletons all together)

713 IonutCava picture IonutCava Wed 25 May, 2016 15:43:38 +0000

[IonutCava]
- Removed all unique_ptr’s from the code with classic new/delete pairs. They were seriously not needed.
- Added the concept of SceneComponent to scene specific classes: aiManager, lightPool, sceneGraph, physicsInterface etc
— This allowed the removal of the global GET_ACTIVE_SCENEGRAPH call;