Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Handles parsing and routing of shell commands to their handlers.
//
// $NoKeywords: $
//=============================================================================//
#ifndef SHELL_H
#define SHELL_H
#pragma once
class CMapDoc;
struct ShellDispatchTable_t;
class CShell
{
public:
CShell(void);
~CShell(void);
void SetDocument(CMapDoc *pDoc);
bool RunCommand(const char *pszCommand);
private:
//
// Shell command handlers.
//
bool BeginSession(const char *pszCommand, const char *pszArguments);
bool CheckMapVersion(const char *pszCommand, const char *pszArguments);
bool EndSession(const char *pszCommand, const char *pszArguments);
bool EntityCreate(const char *pszCommand, const char *pszArguments);
bool EntityDelete(const char *pszCommand, const char *pszArguments);
bool EntitySetKeyValue(const char *pszCommand, const char *pszArguments);
bool EntityRotateIncremental(const char *pszCommand, const char *pszArguments);
bool NodeCreate(const char *pszCommand, const char *pszArguments);
bool NodeDelete(const char *pszCommand, const char *pszArguments);
bool NodeLinkCreate(const char *pszCommand, const char *pszArguments);
bool NodeLinkDelete(const char *pszCommand, const char *pszArguments);
bool ReleaseVideoMemory(const char *pszCommand, const char *pszArguments);
bool GrabVideoMemory(const char *pszCommand, const char *pszArguments);
//
// Utility functions.
//
bool DoVersionCheck(const char *pszArguments);
static ShellDispatchTable_t m_DispatchTable[];
CMapDoc *m_pDoc;
};
#endif // SHELL_H