- ambits en la consola
- verifica que la habitacio de debug.yaml existisca
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@@ -17,6 +17,7 @@ struct CommandDef {
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bool debug_only{false};
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bool help_hidden{false};
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bool dynamic_completions{false};
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std::vector<std::string> scopes; // Ámbitos: "global", "game", "editor", "debug"
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std::unordered_map<std::string, std::vector<std::string>> completions;
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};
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@@ -40,9 +41,11 @@ class CommandRegistry {
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[[nodiscard]] auto generateTerminalHelp() const -> std::string;
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[[nodiscard]] auto generateConsoleHelp() const -> std::string;
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// Scope activo (filtra comandos visibles en help y tab completion)
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void setScope(const std::string& scope) { active_scope_ = scope; }
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[[nodiscard]] auto getScope() const -> const std::string& { return active_scope_; }
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// TAB completion
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// Devuelve las opciones de completado para un path dado (ej: "SHADER", "SHADER PRESET")
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// Combina completions estáticas del YAML con dinámicas registradas en C++
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[[nodiscard]] auto getCompletions(const std::string& path) const -> std::vector<std::string>;
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[[nodiscard]] auto getVisibleKeywords() const -> std::vector<std::string>;
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@@ -51,6 +54,8 @@ class CommandRegistry {
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std::unordered_map<std::string, CommandHandler> handlers_;
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std::unordered_map<std::string, std::vector<std::string>> completions_map_;
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std::unordered_map<std::string, DynamicCompletionProvider> dynamic_providers_;
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std::string active_scope_; // Scope activo ("" = sin filtro, muestra todo)
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void registerHandlers();
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[[nodiscard]] auto isCommandVisible(const CommandDef& cmd) const -> bool;
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};
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