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Posted

After some lengthy refactoring, the new Console Command System is ready to be merged back into the trunk. DarkRadiant's console has an input field now, like the D3 engine provides. All events available to keyboard shortcuts are available for typists now as well.

 

console.png

 

Additionally to that, the new system provides the following features:

 

- Commands can be issued like in D3, multiple commands can be separated by semicolons.

- The entry field has an auto-completion feature (TAB).

- Up to 100 commands are saved in the history, accessible by the Up/Down arrows.

- Commands can be "bound" like in D3 to save macros:

e.g. bind killmap "unselectselected; invertselection; deleteselected"

- You can bind commands to binds:

e.g. bind killmaptwice "killmap; killmap"

- You can pass instructions by code to the command system, this will be exposed to Python scripting too.

- The commands can take parameters, which are checked by the command system for type-safety:

e.g. createNewLayer Bla or texscale '0 0.1'

- Built-in binds are read from the commandsystem.xml file, user-defined binds are saved to the user settings folder (into the file user.xml).

- Types can be: STRING, INT, DOUBLE, VECTOR2, VECTOR3, arguments can also be flagged as optional.

- Built-in commands "clear", "listcmds", "unbind" and "print" are available.

 

Internally, the system is based on boost::function and boost::bind. The command system features a small tokeniser, which dissects the incoming streams and resolves bound shortcuts.

 

One missing feature I intend to implement tomorrow: bind shortcuts to macros.

Posted

@OrbWeaver: since the new CommandSystem module is in the trunk, could you add a makefile for this plugin to get the Linux build working again? (It's a mandatory one.)

  • 5 years later...
Posted (edited)

Are these console commands documented anywhere? I haven't found anything.

 

EDIT: Ah, it's the list of key bindings in the preferences menu isn't it?

Edited by SteveL

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