/* $Id: console.h 7759 2007-01-02 19:19:48Z rubidium $ */

#ifndef CONSOLE_H
#define CONSOLE_H

// maximum length of a typed in command
#define ICON_CMDLN_SIZE 255
// maximum length of a totally expanded command
#define ICON_MAX_STREAMSIZE 1024

typedef enum IConsoleVarTypes {
	ICONSOLE_VAR_BOOLEAN,
	ICONSOLE_VAR_BYTE,
	ICONSOLE_VAR_UINT16,
	ICONSOLE_VAR_UINT32,
	ICONSOLE_VAR_INT16,
	ICONSOLE_VAR_INT32,
	ICONSOLE_VAR_STRING
} IConsoleVarTypes;

typedef enum IConsoleModes {
	ICONSOLE_FULL,
	ICONSOLE_OPENED,
	ICONSOLE_CLOSED
} IConsoleModes;

typedef enum IConsoleHookTypes {
	ICONSOLE_HOOK_ACCESS,
	ICONSOLE_HOOK_PRE_ACTION,
	ICONSOLE_HOOK_POST_ACTION
} IConsoleHookTypes;

/** --Hooks--
 * Hooks are certain triggers get get accessed/executed on either
 * access, before execution/change or after execution/change. This allows
 * for general flow of permissions or special action needed in some cases
 */
typedef bool IConsoleHook(void);
typedef struct IConsoleHooks{
	IConsoleHook *access; // trigger when accessing the variable/command
	IConsoleHook *pre;    // trigger before the variable/command is changed/executed
	IConsoleHook *post;   // trigger after the variable/command is changed/executed
} IConsoleHooks;

/** --Commands--
 * Commands are commands, or functions. They get executed once and any
 * effect they produce are carried out. The arguments to the commands
 * are given to them, each input word seperated by a double-quote (") is an argument
 * If you want to handle multiple words as one, enclose them in double-quotes
 * eg. 'say "hello sexy boy"'
 */
typedef bool (IConsoleCmdProc)(byte argc, char *argv[]);

struct IConsoleCmd;
typedef struct IConsoleCmd {
	char *name;               // name of command
	struct IConsoleCmd *next; // next command in list

	IConsoleCmdProc *proc;    // process executed when command is typed
	IConsoleHooks hook;       // any special trigger action that needs executing
} IConsoleCmd;

/** --Variables--
 * Variables are pointers to real ingame variables which allow for
 * changing while ingame. After changing they keep their new value
 * and can be used for debugging, gameplay, etc. It accepts:
 * - no arguments; just print out current value
 * - '= <new value>' to assign a new value to the variable
 * - '++' to increase value by one
 * - '--' to decrease value by one
 */
struct IConsoleVar;
typedef struct IConsoleVar {
	char *name;               // name of the variable
	struct IConsoleVar *next; // next variable in list

	void *addr;               // the address where the variable is pointing at
	uint32 size;              // size of the variable, used for strings
	char *help;               // the optional help string shown when requesting information
	IConsoleVarTypes type;    // type of variable (for correct assignment/output)
	IConsoleCmdProc *proc;    // some variables need really special handling, use a callback function for that
	IConsoleHooks hook;       // any special trigger action that needs executing
} IConsoleVar;

/** --Aliases--
 * Aliases are like shortcuts for complex functions, variable assignments,
 * etc. You can use a simple alias to rename a longer command (eg 'lv' for
 * 'list_vars' for example), or concatenate more commands into one
 * (eg. 'ng' for 'load %A; unpause; debug_level 5'). Aliases can parse the arguments
 * given to them in the command line.
 * - "%A - %Z" substitute arguments 1 t/m 26
 * - "%+" lists all parameters keeping them seperated
 * - "%!" also lists all parameters but presenting them to the aliased command as one argument
 * - ";" allows for combining commands (see example 'ng')
 */
struct IConsoleAlias;
typedef struct IConsoleAlias {
	char *name;                 // name of the alias
	struct IConsoleAlias *next; // next alias in list

	char *cmdline;              // command(s) that is/are being aliased
} IConsoleAlias;

/* console parser */
VARDEF IConsoleCmd   *_iconsole_cmds;    // list of registred commands
VARDEF IConsoleVar   *_iconsole_vars;    // list of registred vars
VARDEF IConsoleAlias *_iconsole_aliases; // list of registred aliases

/* console colors/modes */
VARDEF byte _icolour_def;
VARDEF byte _icolour_err;
VARDEF byte _icolour_warn;
VARDEF byte _icolour_dbg;
VARDEF byte _icolour_cmd;
VARDEF IConsoleModes _iconsole_mode;

/* console functions */
void IConsoleInit(void);
void IConsoleFree(void);
void IConsoleClearBuffer(void);
void IConsoleResize(Window *w);
void IConsoleSwitch(void);
void IConsoleClose(void);
void IConsoleOpen(void);

/* console output */
void IConsolePrint(uint16 color_code, const char *string);
void CDECL IConsolePrintF(uint16 color_code, const char *s, ...);
void IConsoleDebug(const char *dbg, const char *string);
void IConsoleWarning(const char *string);
void IConsoleError(const char *string);

/* Commands */
void IConsoleCmdRegister(const char *name, IConsoleCmdProc *proc);
void IConsoleAliasRegister(const char *name, const char *cmd);
IConsoleCmd *IConsoleCmdGet(const char *name);
IConsoleAlias *IConsoleAliasGet(const char *name);

/* Variables */
void IConsoleVarRegister(const char *name, void *addr, IConsoleVarTypes type, const char *help);
void IConsoleVarStringRegister(const char *name, void *addr, uint32 size, const char *help);
IConsoleVar* IConsoleVarGet(const char *name);
void IConsoleVarPrintGetValue(const IConsoleVar *var);
void IConsoleVarPrintSetValue(const IConsoleVar *var);

/* Parser */
void IConsoleCmdExec(const char *cmdstr);
void IConsoleVarExec(const IConsoleVar *var, byte tokencount, char *token[]);

/* console std lib (register ingame commands/aliases/variables) */
void IConsoleStdLibRegister(void);

/* Hooking code */
void IConsoleCmdHookAdd(const char *name, IConsoleHookTypes type, IConsoleHook *proc);
void IConsoleVarHookAdd(const char *name, IConsoleHookTypes type, IConsoleHook *proc);
void IConsoleVarProcAdd(const char *name, IConsoleCmdProc *proc);

/* Supporting functions */
bool GetArgumentInteger(uint32 *value, const char *arg);
#endif /* CONSOLE_H */
